Files
scummvm/engines/sword25/kernel/kernel_script.cpp
T
Max Horn a783285625 SWORD25: Simplify FS 'wrapper' code a bit, add FIXME comments
The save system of this engine currently partially bypasses the
SaveFileManager API, by (abusing) the fact that the Lua engine allows
creating files in arbitrary places (it exposes fopen, fread, fwrite
etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable.

In addition, the filenames used for the savestates ("0.b25s") do not
comply with our naming conventions for engine savestates.

It should be possible to overcome all this, but it might require hacking
the Lua engine; or we could try to replace some of the BS2.5 script
functions with our own, dynamically.

svn-id: r53838
2010-10-25 23:19:39 +00:00

551 lines
14 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* 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/common.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/filesystemutil.h"
#include "sword25/kernel/resmanager.h"
#include "sword25/kernel/persistenceservice.h"
#include "sword25/script/script.h"
#include "sword25/script/luabindhelper.h"
namespace Sword25 {
static int disconnectService(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushboolean(L, true);
return 1;
}
static int getActiveServiceIdentifier(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushstring(L, "QUUX");
return 1;
}
static int getSuperclassCount(lua_State *L) {
// This function is only used by a single function in system/kernel.lua which is never called.
lua_pushnumber(L, 0);
return 1;
}
static int getSuperclassIdentifier(lua_State *L) {
// This function is only used by a single function in system/kernel.lua which is never called.
lua_pushstring(L, "FOO");
return 1;
}
static int getServiceCount(lua_State *L) {
// This function is only used by a single function in system/kernel.lua which is never called.
lua_pushnumber(L, 0);
return 1;
}
static int getServiceIdentifier(lua_State *L) {
// This function is only used by a single function in system/kernel.lua which is never called.
lua_pushstring(L, "BAR");
return 1;
}
static int getMilliTicks(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
lua_pushnumber(L, pKernel->getMilliTicks());
return 1;
}
static int getTimer(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
lua_pushnumber(L, static_cast<lua_Number>(pKernel->getMilliTicks()) / 1000.0);
return 1;
}
static int startService(lua_State *L) {
// This function is used by system/boot.lua to init all services.
// However, we do nothing here, as we just hard code the init sequence.
lua_pushbooleancpp(L, true);
return 1;
}
static int sleep(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
pKernel->sleep(static_cast<uint>(luaL_checknumber(L, 1) * 1000));
return 0;
}
static int crash(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
pKernel->crash();
return 0;
}
static int executeFile(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ScriptEngine *pSE = pKernel->getScript();
BS_ASSERT(pSE);
lua_pushbooleancpp(L, pSE->executeFile(luaL_checkstring(L, 1)));
return 0;
}
static int getUserdataDirectory(lua_State *L) {
lua_pushstring(L, FileSystemUtil::getUserdataDirectory().c_str());
return 1;
}
static int getPathSeparator(lua_State *L) {
lua_pushstring(L, FileSystemUtil::getPathSeparator().c_str());
return 1;
}
static int fileExists(lua_State *L) {
lua_pushbooleancpp(L, FileSystemUtil::fileExists(luaL_checkstring(L, 1)));
return 1;
}
static int createDirectory(lua_State *L) {
// ScummVM engines cannot create directories, so we do nothing here.
lua_pushbooleancpp(L, false);
return 1;
}
static int getWinCode(lua_State *L) {
lua_pushstring(L, "ScummVM");
return 1;
}
static int getSubversionRevision(lua_State *L) {
// ScummVM is 1337
lua_pushnumber(L, 1337);
return 1;
}
static int getUsedMemory(lua_State *L) {
lua_pushnumber(L, Kernel::getInstance()->getUsedMemory());
return 1;
}
static const char *KERNEL_LIBRARY_NAME = "Kernel";
static const luaL_reg KERNEL_FUNCTIONS[] = {
{"DisconnectService", disconnectService},
{"GetActiveServiceIdentifier", getActiveServiceIdentifier},
{"GetSuperclassCount", getSuperclassCount},
{"GetSuperclassIdentifier", getSuperclassIdentifier},
{"GetServiceCount", getServiceCount},
{"GetServiceIdentifier", getServiceIdentifier},
{"GetMilliTicks", getMilliTicks},
{"GetTimer", getTimer},
{"StartService", startService},
{"Sleep", sleep},
{"Crash", crash},
{"ExecuteFile", executeFile},
{"GetUserdataDirectory", getUserdataDirectory},
{"GetPathSeparator", getPathSeparator},
{"FileExists", fileExists},
{"CreateDirectory", createDirectory},
{"GetWinCode", getWinCode},
{"GetSubversionRevision", getSubversionRevision},
{"GetUsedMemory", getUsedMemory},
{0, 0}
};
static int isVisible(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushbooleancpp(L, true);
return 1;
}
static int setVisible(lua_State *L) {
// This function apparently is not used by the game scripts
// pWindow->setVisible(lua_tobooleancpp(L, 1));
return 0;
}
static int getX(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int getY(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int setX(lua_State *L) {
// This is called by system/boot.lua with -1 as value.
// pWindow->setX(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int setY(lua_State *L) {
// This is called by system/boot.lua with -1 as value.
// pWindow->setY(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int getClientX(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int getClientY(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int getWidth(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 800);
return 1;
}
static int getHeight(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 600);
return 1;
}
static int setWidth(lua_State *L) {
// This is called by system/boot.lua with 800 as value.
// pWindow->setWidth(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int setHeight(lua_State *L) {
// This is called by system/boot.lua with 600 as value.
// pWindow->setHeight(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int getTitle(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushstring(L, "");
return 1;
}
static int setTitle(lua_State *L) {
// This is called by system/boot.lua and system/menu.lua, to
// set the window title to the (localized) game name.
// FIXME: Should we call OSystem::setWindowCaption() here?
// pWindow->setTitle(luaL_checkstring(L, 1));
return 0;
}
static int processMessages(lua_State *L) {
// This is called by the main loop in system/boot.lua,
// and the game keeps running as true is returned here.
// It terminates if we return false.
// TODO: We could do more stuff here if desired...
// TODO: We could always return true here, and leave quit handling
// to the closeWanted() opcode; see also the TODO comment in there.
lua_pushbooleancpp(L, !Engine::shouldQuit());
return 1;
}
static int closeWanted(lua_State *L) {
// This is called by system/interface.lua to determine whether the
// user requested the game to close (e.g. by clicking the 'close' widget
// of the game window). As a consequence (i.e. this function returns true),
// a quit confirmation dialog is shown.
// TODO: ScummVM currently has a bug / misfeature where some engines provide
// quit confirmation dialogs, some don't; in addition, we have a global confirmation
// dialog (but the user has to explicitly activate that in the config).
// Anyway, this can lead to *two* confirmation dialogs being shown.
// If it wasn't for that, we could simply check for Engine::shouldQuit() here,
// and then invoke EventMan::resetQuit. But currently this would result in
// the user seeing two confirmation dialogs. Bad.
lua_pushbooleancpp(L, false);
return 1;
}
static int waitForFocus(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushbooleancpp(L, true);
return 1;
}
static int hasFocus(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushbooleancpp(L, true);
return 1;
}
static const char *WINDOW_LIBRARY_NAME = "Window";
static const luaL_reg WINDOW_FUNCTIONS[] = {
{"IsVisible", isVisible},
{"SetVisible", setVisible},
{"GetX", getX},
{"SetX", setX},
{"GetY", getY},
{"SetY", setY},
{"GetClientX", getClientX},
{"GetClientY", getClientY},
{"GetWidth", getWidth},
{"GetHeight", getHeight},
{"SetWidth", setWidth},
{"SetHeight", setHeight},
{"GetTitle", getTitle},
{"SetTitle", setTitle},
{"ProcessMessages", processMessages},
{"CloseWanted", closeWanted},
{"WaitForFocus", waitForFocus},
{"HasFocus", hasFocus},
{0, 0}
};
static int precacheResource(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
lua_pushbooleancpp(L, pResource->precacheResource(luaL_checkstring(L, 1)));
return 1;
}
static int forcePrecacheResource(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
lua_pushbooleancpp(L, pResource->precacheResource(luaL_checkstring(L, 1), true));
return 1;
}
static int getMaxMemoryUsage(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
lua_pushnumber(L, pResource->getMaxMemoryUsage());
return 1;
}
static int setMaxMemoryUsage(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
pResource->setMaxMemoryUsage(static_cast<uint>(lua_tonumber(L, 1)));
return 0;
}
static int emptyCache(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
pResource->emptyCache();
return 0;
}
static int isLogCacheMiss(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
lua_pushbooleancpp(L, pResource->isLogCacheMiss());
return 1;
}
static int setLogCacheMiss(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
pResource->setLogCacheMiss(lua_tobooleancpp(L, 1));
return 0;
}
static int dumpLockedResources(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
BS_ASSERT(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
BS_ASSERT(pResource);
pResource->dumpLockedResources();
return 0;
}
static const char *RESOURCE_LIBRARY_NAME = "Resource";
static const luaL_reg RESOURCE_FUNCTIONS[] = {
{"PrecacheResource", precacheResource},
{"ForcePrecacheResource", forcePrecacheResource},
{"GetMaxMemoryUsage", getMaxMemoryUsage},
{"SetMaxMemoryUsage", setMaxMemoryUsage},
{"EmptyCache", emptyCache},
{"IsLogCacheMiss", isLogCacheMiss},
{"SetLogCacheMiss", setLogCacheMiss},
{"DumpLockedResources", dumpLockedResources},
{0, 0}
};
static int reloadSlots(lua_State *L) {
PersistenceService::getInstance().reloadSlots();
lua_pushnil(L);
return 1;
}
static int getSlotCount(lua_State *L) {
lua_pushnumber(L, PersistenceService::getInstance().getSlotCount());
return 1;
}
static int isSlotOccupied(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().isSlotOccupied(static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int getSavegameDirectory(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameDirectory().c_str());
return 1;
}
static int isSavegameCompatible(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().isSavegameCompatible(
static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int getSavegameDescription(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameDescription(
static_cast<uint>(luaL_checknumber(L, 1)) - 1).c_str());
return 1;
}
static int getSavegameFilename(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameFilename(static_cast<uint>(luaL_checknumber(L, 1)) - 1).c_str());
return 1;
}
static int loadGame(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().loadGame(static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int saveGame(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().saveGame(static_cast<uint>(luaL_checknumber(L, 1)) - 1, luaL_checkstring(L, 2)));
return 1;
}
static const char *PERSISTENCE_LIBRARY_NAME = "Persistence";
static const luaL_reg PERSISTENCE_FUNCTIONS[] = {
{"ReloadSlots", reloadSlots},
{"GetSlotCount", getSlotCount},
{"IsSlotOccupied", isSlotOccupied},
{"GetSavegameDirectory", getSavegameDirectory},
{"IsSavegameCompatible", isSavegameCompatible},
{"GetSavegameDescription", getSavegameDescription},
{"GetSavegameFilename", getSavegameFilename},
{"LoadGame", loadGame},
{"SaveGame", saveGame},
{0, 0}
};
bool Kernel::registerScriptBindings() {
ScriptEngine *pScript = getScript();
BS_ASSERT(pScript);
lua_State *L = static_cast<lua_State *>(pScript->getScriptObject());
BS_ASSERT(L);
if (!LuaBindhelper::addFunctionsToLib(L, KERNEL_LIBRARY_NAME, KERNEL_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, WINDOW_LIBRARY_NAME, WINDOW_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, RESOURCE_LIBRARY_NAME, RESOURCE_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, PERSISTENCE_LIBRARY_NAME, PERSISTENCE_FUNCTIONS)) return false;
return true;
}
} // End of namespace Sword25