forked from github/server
212 lines
4.2 KiB
C
212 lines
4.2 KiB
C
#include <platform.h>
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#include "settings.h"
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#include "eressea.h"
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#include <kernel/config.h>
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#include <util/console.h>
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#include <util/log.h>
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/* lua includes */
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#ifdef BINDINGS_TOLUA
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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 <bindings/bindings.h>
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#include <bindings/helpers.h>
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#ifdef BSON_ATTRIB
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# include <bindings/bind_attrib.h>
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#endif
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#include <bindings/bind_building.h>
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#include <bindings/bind_faction.h>
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#include <bindings/bind_gmtool.h>
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#include <bindings/bind_hashtable.h>
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#include <bindings/bind_message.h>
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#include <bindings/bind_region.h>
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#include <bindings/bind_ship.h>
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#include <bindings/bind_storage.h>
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#include <bindings/bind_unit.h>
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#endif /* BINDINGS_TOLUA */
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#if MUSEUM_MODULE
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#include <modules/museum.h>
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#endif
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#if ARENA_MODULE
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#include <modules/arena.h>
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#endif
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#include <triggers/triggers.h>
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#include <util/language.h>
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#include <kernel/xmlreader.h>
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#include <kernel/reports.h>
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#include <kernel/item.h>
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#include <kernel/names.h>
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#include <kernel/reports.h>
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#include <kernel/building.h>
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#include <modules/wormhole.h>
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#include <modules/gmcmd.h>
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#include <modules/xmas.h>
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#include <gamecode/archetype.h>
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#include <gamecode/report.h>
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#include <gamecode/items.h>
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#include <gamecode/creport.h>
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#include <gamecode/xmlreport.h>
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#include <items/itemtypes.h>
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#include <attributes/attributes.h>
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static const struct {
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const char *name;
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int (*func) (lua_State *);
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} lualibs[] = {
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{
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"", luaopen_base}, {
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LUA_TABLIBNAME, luaopen_table}, {
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LUA_IOLIBNAME, luaopen_io}, {
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LUA_STRLIBNAME, luaopen_string}, {
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LUA_MATHLIBNAME, luaopen_math}, {
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LUA_LOADLIBNAME, luaopen_package}, {
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LUA_DBLIBNAME, luaopen_debug},
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#if LUA_VERSION_NUM>=501
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{
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LUA_OSLIBNAME, luaopen_os},
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#endif
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{
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NULL, NULL}
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};
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static void openlibs(lua_State * L)
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{
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int i;
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for (i = 0; lualibs[i].func; ++i) {
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lua_pushcfunction(L, lualibs[i].func);
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lua_pushstring(L, lualibs[i].name);
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lua_call(L, 1, 0);
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}
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}
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static void lua_done(lua_State * L)
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{
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lua_close(L);
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}
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static lua_State *lua_init(void)
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{
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lua_State *L = lua_open();
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openlibs(L);
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#ifdef BINDINGS_TOLUA
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register_tolua_helpers();
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tolua_eressea_open(L);
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tolua_sqlite_open(L);
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tolua_unit_open(L);
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tolua_building_open(L);
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tolua_ship_open(L);
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tolua_region_open(L);
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tolua_faction_open(L);
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#ifdef BSON_ATTRIB
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tolua_attrib_open(L);
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#endif
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tolua_unit_open(L);
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tolua_message_open(L);
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tolua_hashtable_open(L);
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tolua_gmtool_open(L);
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tolua_storage_open(L);
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#endif
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return L;
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}
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static void game_done(void)
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{
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#ifdef CLEANUP_CODE
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/* Diese Routine enfernt allen allokierten Speicher wieder. Das ist nur
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* zum Debugging interessant, wenn man Leak Detection hat, und nach
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* nicht freigegebenem Speicher sucht, der nicht bis zum Ende ben<65>tigt
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* wird (tempor<6F>re Hilsstrukturen) */
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free_game();
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creport_cleanup();
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#ifdef REPORT_FORMAT_NR
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report_cleanup();
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#endif
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calendar_cleanup();
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#endif
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}
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static void game_init(void)
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{
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register_triggers();
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register_xmas();
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register_reports();
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register_nr();
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register_cr();
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register_xr();
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register_names();
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register_resources();
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register_buildings();
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register_itemfunctions();
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#if DUNGEON_MODULE
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register_dungeon();
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#endif
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#if MUSEUM_MODULE
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register_museum();
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#endif
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#if ARENA_MODULE
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register_arena();
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#endif
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register_wormholes();
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register_itemtypes();
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register_xmlreader();
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register_archetypes();
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enable_xml_gamecode();
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register_attributes();
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register_gmcmd();
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}
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int eressea_init(void)
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{
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global.vm_state = lua_init();
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kernel_init();
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game_init();
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return 0;
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}
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void eressea_done(void)
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{
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game_done();
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kernel_done();
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lua_done((lua_State *) global.vm_state);
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}
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int eressea_run(const char *luafile, const char *entry_point)
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{
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int err;
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lua_State *L = (lua_State *) global.vm_state;
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/* run the main script */
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if (luafile) {
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lua_getglobal(L, "dofile");
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lua_pushstring(L, luafile);
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err = lua_pcall(L, 1, 0, 0);
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if (err != 0) {
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log_lua_error(L);
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abort();
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return err;
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}
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}
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if (entry_point) {
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lua_getglobal(L, entry_point);
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err = lua_pcall(L, 0, 1, 0);
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if (err != 0) {
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log_lua_error(L);
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abort();
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return err;
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}
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} else {
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err = lua_console(L);
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}
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return err;
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}
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