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integration/luprex/core/cpp/textgame.cpp

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <signal.h>
#include <vector>
#include <string>
#include <iostream>
#include "luastack.hpp"
#include "util.hpp"
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#include "gui.hpp"
#include "invocation.hpp"
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#include "world.hpp"
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#include "traceback.hpp"
#include "textgame.hpp"
#include "luaconsole.hpp"
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#include "print.hpp"
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// Add another error status.
static lua_State *globalL = NULL;
static void lstop(lua_State *L, lua_Debug *ar)
{
(void)ar; /* unused arg. */
lua_sethook(L, NULL, 0, 0);
/* Avoid luaL_error -- a C hook doesn't add an extra frame. */
luaL_where(L, 0);
lua_pushfstring(L, "%sinterrupted!", lua_tostring(L, -1));
lua_error(L);
}
static void laction(int i)
{
signal(i, SIG_DFL); /* if another SIGINT happens before lstop,
terminate process (default action) */
lua_sethook(globalL, lstop, LUA_MASKCALL | LUA_MASKRET | LUA_MASKCOUNT, 1);
}
static void l_message(const char *msg)
{
fputs(msg, stderr);
fputc('\n', stderr);
fflush(stderr);
}
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void TextGame::do_lua(const std::string &exp) {
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lua_State *L = world_->state();
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int status = luaL_loadbuffer(L, exp.c_str(), exp.size(), "=stdin");
assert(status == LUA_OK);
globalL = L;
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signal(SIGINT, laction);
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status = traceback_pcall(L, 0, LUA_MULTRET);
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signal(SIGINT, SIG_DFL);
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if (status == LUA_OK) {
if (lua_gettop(L) > 0) {
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lfn_pprint_pprint(L);
lua_settop(L, 0);
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}
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} else {
const char *msg = lua_tostring(L, -1);
if (msg == NULL) {
msg = "(error object is not a string)";
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}
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l_message(msg);
lua_pop(L, 1);
lua_gc(L, LUA_GCCOLLECT, 0);
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}
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}
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void TextGame::do_view_command(const StringVec &cmd) {
if (cmd.size() != 1) {
std::cerr << "v command (view) takes no arguments" << std::endl;
return;
}
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for (int64_t id : world_->get_near(actor_id_, 100, true)) {
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const Tangible *tan = world_->tangible_get(id);
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const AnimStep &aqback = tan->anim_queue_.back();
std::cerr << id << ": " << aqback.graphic() << " " << aqback.plane() << " " << aqback.xyz().debug_string() << std::endl;
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}
}
void TextGame::do_menu_command(const StringVec &cmd) {
int64_t id;
if (cmd.size() == 1) {
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id = actor_id_;
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} else if (cmd.size() == 2) {
id = util::strtoint(cmd[1], -1);
} else {
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std::cerr << "m command (menu) expects a tangible ID or defaults to actor_id" << std::endl;
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return;
}
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gui_place_ = id;
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world_->update_gui(actor_id_, id, &gui_);
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int index = 0;
for (const GuiElt &elt : gui_.elts()) {
std::cerr << index << " " << elt.label() << std::endl;
index += 1;
}
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}
void TextGame::do_choose_command(const StringVec &cmd) {
int64_t index;
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if (cmd.size() == 1) {
index = util::strtoint(cmd[0], -1);
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} else {
std::cerr << "c command (choose) expects a menu line number" << std::endl;
return;
}
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const Gui::EltVec &elts = gui_.elts();
if ((index < 0) || (index >= int(elts.size()))) {
std::cerr << "No menu item #" << index << std::endl;
return;
}
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std::string action = elts[index].action();
std::cerr << "Invoking plan: " << action << std::endl;
InvocationData dummyresult;
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dummyresult["flavor"] = "chocolate";
dummyresult["color"] = "blue";
Invocation inv(Invocation::KIND_PLAN, actor_id_, gui_place_, action, dummyresult);
world_->invoke(inv);
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}
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void TextGame::do_snapshot_command(const StringVec &cmd) {
if (cmd.size() != 1) {
std::cerr << "s command (snapshot) takes no arguments" << std::endl;
return;
}
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world_->snapshot();
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}
void TextGame::do_rollback_command(const StringVec &cmd) {
if (cmd.size() != 1) {
std::cerr << "r command (rollback) takes no arguments" << std::endl;
return;
}
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world_->rollback();
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}
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void TextGame::do_quit_command(const StringVec &cmd) {
if (cmd.size() != 1) {
std::cerr << "q command (quit) takes no arguments" << std::endl;
return;
}
actor_id_ = 0;
stop_driver();
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}
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void TextGame::do_command(const StringVec &words) {
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if (words[0] == "v") do_view_command(words);
else if (words[0] == "m") do_menu_command(words);
else if (words[0] == "q") do_quit_command(words);
else if (words[0] == "s") do_snapshot_command(words);
else if (words[0] == "r") do_rollback_command(words);
else if (util::validinteger(words[0])) do_choose_command(words);
else {
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std::cerr << "Unknown command: " << words[0] << std::endl;
}
}
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void TextGame::check_redirects() {
World::Redirects redir = world_->fetch_redirects();
for (const auto &p : redir) {
if (p.first == actor_id_) {
actor_id_ = p.second;
std::cerr << "Login actor ID: " << actor_id_ << std::endl;
gui_.clear();
}
}
}
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void TextGame::event_update()
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{
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if (world_ == nullptr) {
world_.reset(new World(util::WORLD_TYPE_STANDALONE));
world_->update_source(get_lua_source());
world_->run_unittests();
actor_id_ = world_->create_login_actor();
std::cerr << "Login actor ID: " << actor_id_ << std::endl;
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get_stdio_channel()->out()->write_bytes(console_.get_prompt());
}
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world_->update_source(get_lua_source());
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while (true) {
std::string line = get_stdio_channel()->in()->readline();
if (line == "") break;
console_.add(line);
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int action = console_.action();
if (action == LuaConsole::DO_LUA) {
do_lua(console_.lua_expression());
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console_.clear();
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} else if (action == LuaConsole::DO_COMMAND) {
do_command(console_.words());
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console_.clear();
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} else if (action == LuaConsole::DO_SYNTAX) {
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std::cerr << console_.syntax() << std::endl;
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console_.clear();
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}
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check_redirects();
if (actor_id_ == 0) {
stop_driver();
return;
}
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get_stdio_channel()->out()->write_bytes(console_.get_prompt());
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}
}