SilverMUD/src/schemeintegration.c

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// schemeintegration.h: Function definitions for SilverMUD's Scheme integration.
// Barra Ó Catháin, 2023.
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#include <string.h>
#include <libguile.h>
#include "schemeintegration.h"
// Create a player skill and add it to a given skill list from Scheme:
SCM scheme_create_skill(SCM string, SCM skilllist)
{
size_t skillNameLength = 0;
char * skillName = scm_to_latin1_stringn(string, &skillNameLength);
createSkill(scm_to_pointer(skilllist), skillName, skillNameLength, false);
free(skillName);
return SCM_BOOL_T;
}
// Change the name of an existing area in a list, given the number of the area in the list, from Scheme:
SCM scheme_change_area_name(SCM newname, SCM areanumber, SCM arealist)
{
// Check if the area exists:
list * areaList = scm_to_pointer(arealist);
size_t areaNumber = scm_to_size_t(areanumber);
if (areaList->type != AREA)
{
return SCM_BOOL_F;
}
playerArea * area = getFromList(areaList, areaNumber)->area;
if (area == NULL)
{
return SCM_BOOL_F;
}
// Create a string from the Scheme string and copy it into the area:
size_t newNameLength = 0;
char * newName = scm_to_locale_stringn(newname, &newNameLength);
memset(area->areaName, 0, 32);
if (newNameLength > 32)
{
memcpy(area->areaName, newName, 31);
area->areaName[31] = '\0';
}
else
{
memcpy(area->areaName, newName, newNameLength);
area->areaName[31] = '\0';
}
free(newName);
return SCM_BOOL_T;
}
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// Change the description of an existing area in a list, given the number of the area in the list, from Scheme:
SCM scheme_change_area_description(SCM newdescription, SCM areanumber, SCM arealist)
{
// Check if the area exists:
list * areaList = scm_to_pointer(arealist);
size_t areaNumber = scm_to_size_t(areanumber);
if (areaList->type != AREA)
{
return SCM_BOOL_F;
}
playerArea * area = getFromList(areaList, areaNumber)->area;
if (area == NULL)
{
return SCM_BOOL_F;
}
// Create a string from the Scheme string and copy it into the area:
size_t newDescriptionLength = 0;
char * newDescription = scm_to_locale_stringn(newdescription, &newDescriptionLength);
memset(area->areaDescription, 0, MAX - 35);
if (newDescriptionLength > MAX - 35)
{
memcpy(area->areaDescription, newDescription, MAX - 35);
area->areaDescription[MAX - 36] = '\0';
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}
else
{
memcpy(area->areaDescription, newDescription, newDescriptionLength);
area->areaDescription[MAX - 36] = '\0';
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}
free(newDescription);
return SCM_BOOL_T;
}
// Message every currently connected player from Scheme:
SCM scheme_message_everyone(SCM sendername, SCM messagecontent, SCM outputqueue)
{
// Allocate the memory for the needed data structures:
outputMessage * newOutputMessage = calloc(1, sizeof(userMessage));
userMessage * newMessage = calloc(1, sizeof(userMessage));
// Set some basic information for the output message, allowing it to be sent to everyone:
newOutputMessage->content = newMessage;
newOutputMessage->recipientsCount = 0;
newOutputMessage->recipients = NULL;
// Convert the Scheme strings to C strings, and ensure they're NULL terminated:
scm_to_locale_stringbuf(sendername, newMessage->senderName, 31);
newMessage->senderName[31] = '\0';
scm_to_locale_stringbuf(messagecontent, newMessage->messageContent, MAX - 1);
newMessage->messageContent[MAX - 1] = '\0';
// Clean up the message contents to ensure they're safe to send and display correctly:
userNameSanatize(newMessage->senderName, 32);
userInputSanatize(newMessage->messageContent, MAX);
// Push it to the queue, where it will be handled and de-allocated:
pushQueue(scm_to_pointer(outputqueue), newOutputMessage, OUTPUT_MESSAGE);
// Return a Scheme #t value:
return SCM_BOOL_T;
}
// The function ran by the Scheme thread which handles all game-master and interpreter interaction:
void * schemeHandler(void * parameters)
{
// Take in the needed values from the main thread and make it back into the struct:
SchemeThreadParameters * schemeThreadParameters = parameters;
// Initialize GNU Guile:
scm_init_guile();
// Register the various functions:
scm_c_define_gsubr("create-skill", 2, 0, 0, &scheme_create_skill);
scm_c_define_gsubr("message-everyone", 3, 0, 0, &scheme_message_everyone);
scm_c_define_gsubr("change-area-name", 3, 0, 0, &scheme_change_area_name);
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scm_c_define_gsubr("change-area-description", 3, 0, 0, &scheme_change_area_description);
// Define the various game state pointers as Scheme objects:
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scm_c_define("area-list", scm_from_pointer(schemeThreadParameters->areaList, NULL));
scm_c_define("skill-list", scm_from_pointer(schemeThreadParameters->skillList, NULL));
scm_c_define("output-queue", scm_from_pointer(schemeThreadParameters->outputQueue, NULL));
// Drop into the Scheme interpreter:
scm_shell(0, NULL);
// Return NULL. This should be unreachable.
return NULL;
}