#include "scripting/scripting.h" #include "globalincs/systemvars.h" #include "globalincs/version.h" #include "ade.h" #include "ade_args.h" #include "freespace.h" #include "hook_api.h" #include "bmpman/bmpman.h" #include "controlconfig/controlsconfig.h" #include "gamesequence/gamesequence.h" #include "hud/hud.h" #include "io/key.h" #include "mission/missioncampaign.h" #include "parse/parselo.h" #include "scripting/doc_html.h" #include "scripting/doc_json.h" #include "scripting/scripting_doc.h" #include "ship/ship.h" #include "tracing/tracing.h" #include "weapon/beam.h" #include "weapon/weapon.h" using namespace scripting; // tehe. Declare the main event script_state Script_system("FS2_Open Scripting"); bool Output_scripting_meta = false; bool Output_scripting_json = false; flag_def_list Script_conditions[] = { {"State", CHC_STATE, 0}, {"Campaign", CHC_CAMPAIGN, 0}, {"Mission", CHC_MISSION, 0}, {"Object Type", CHC_OBJECTTYPE, 0}, {"Ship", CHC_SHIP, 0}, {"Ship class", CHC_SHIPCLASS, 0}, {"Ship type", CHC_SHIPTYPE, 0}, {"Weapon class", CHC_WEAPONCLASS, 0}, {"KeyPress", CHC_KEYPRESS, 0}, {"Action", CHC_ACTION, 0}, {"Version", CHC_VERSION, 0}, {"Application", CHC_APPLICATION, 0}, }; int Num_script_conditions = sizeof(Script_conditions) / sizeof(flag_def_list); class BuiltinHook : public scripting::HookBase { public: BuiltinHook(SCP_string hookName, int32_t hookId) : HookBase(std::move(hookName), SCP_string(), SCP_vector(), hookId) { } ~BuiltinHook() override = default; bool isOverridable() const override { return true; } }; // clang-format off static USED_VARIABLE SCP_vector> Script_actions { std::make_shared("On Game Init", CHA_GAMEINIT ), std::make_shared("On Splash Screen", CHA_SPLASHSCREEN ), std::make_shared("On State Start", CHA_ONSTATESTART ), std::make_shared("On Action", CHA_ONACTION ), std::make_shared("On Action Stopped", CHA_ONACTIONSTOPPED ), std::make_shared("On Key Pressed", CHA_KEYPRESSED ), std::make_shared("On Key Released", CHA_KEYRELEASED ), std::make_shared("On Mouse Moved", CHA_MOUSEMOVED ), std::make_shared("On Mouse Pressed", CHA_MOUSEPRESSED ), std::make_shared("On Mouse Released", CHA_MOUSERELEASED ), std::make_shared("On State End", CHA_ONSTATEEND ), std::make_shared("On Mission Start", CHA_MISSIONSTART ), std::make_shared("On HUD Draw", CHA_HUDDRAW ), std::make_shared("On Ship Collision", CHA_COLLIDESHIP ), std::make_shared("On Weapon Collision", CHA_COLLIDEWEAPON ), std::make_shared("On Debris Collision", CHA_COLLIDEDEBRIS ), std::make_shared("On Asteroid Collision", CHA_COLLIDEASTEROID ), std::make_shared("On Object Render", CHA_OBJECTRENDER ), std::make_shared("On Death", CHA_DEATH ), std::make_shared("On Mission End", CHA_MISSIONEND ), std::make_shared("On Weapon Delete", CHA_ONWEAPONDELETE ), std::make_shared("On Weapon Equipped", CHA_ONWPEQUIPPED ), std::make_shared("On Weapon Fired", CHA_ONWPFIRED ), std::make_shared("On Weapon Selected", CHA_ONWPSELECTED ), std::make_shared("On Weapon Deselected", CHA_ONWPDESELECTED ), std::make_shared("On Gameplay Start", CHA_GAMEPLAYSTART ), std::make_shared("On Turret Fired", CHA_ONTURRETFIRED ), std::make_shared("On Primary Fire", CHA_PRIMARYFIRE ), std::make_shared("On Secondary Fire", CHA_SECONDARYFIRE ), std::make_shared("On Ship Arrive", CHA_ONSHIPARRIVE ), std::make_shared("On Beam Collision", CHA_COLLIDEBEAM ), std::make_shared("On Afterburner Engage", CHA_AFTERBURNSTART ), std::make_shared("On Afterburner Stop", CHA_AFTERBURNEND ), std::make_shared("On Beam Fire", CHA_BEAMFIRE ), std::make_shared("On Simulation", CHA_SIMULATION ), std::make_shared("On Load Screen", CHA_LOADSCREEN ), std::make_shared("On Campaign Mission Accept", CHA_CMISSIONACCEPT ), std::make_shared("On Ship Depart", CHA_ONSHIPDEPART ), std::make_shared("On Weapon Created", CHA_ONWEAPONCREATED ), std::make_shared("On Waypoints Done", CHA_ONWAYPOINTSDONE ), std::make_shared("On Subsystem Destroyed", CHA_ONSUBSYSDEATH ), std::make_shared("On Goals Cleared", CHA_ONGOALSCLEARED ), std::make_shared("On Briefing Stage", CHA_ONBRIEFSTAGE ), // DO NOT ADD NEW HOOKS HERE, see scripting.h for a more in-depth explanation }; static HookVariableDocumentation GlobalVariables[] = { { "Player", "object", "The player object in a mission. Does not need to be a ship (e.g. in multiplayer). Not " "present if not in a game play state." }, }; // clang-format on int scripting_state_inited = 0; //*************************Scripting init and handling************************* // ditto bool script_hook_valid(script_hook* hook) { return hook->hook_function.function.isValid(); } void script_parse_table(const char* filename) { script_state* st = &Script_system; try { read_file_text(filename, CF_TYPE_TABLES); reset_parse(); if (optional_string("#Global Hooks")) { if (optional_string("$Global:")) { st->ParseGlobalChunk(CHA_ONFRAME, "Global"); } if (optional_string("$Splash:")) { st->ParseGlobalChunk(CHA_SPLASHSCREEN, "Splash"); } if (optional_string("$GameInit:")) { st->ParseGlobalChunk(CHA_GAMEINIT, "GameInit"); } if (optional_string("$Simulation:")) { st->ParseGlobalChunk(CHA_SIMULATION, "Simulation"); } if (optional_string("$HUD:")) { st->ParseGlobalChunk(CHA_HUDDRAW, "HUD"); } required_string("#End"); } if (optional_string("#Conditional Hooks")) { while (st->ParseCondition(filename)); required_string("#End"); } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what())); return; } } void script_parse_lua_script(const char *filename) { using namespace luacpp; CFILE *cfp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_TABLES); if(cfp == nullptr) { Warning(LOCATION, "Could not open lua script file '%s'", filename); return; } int len = cfilelength(cfp); SCP_string source; source.resize((size_t) len); cfread(&source[0], len, 1, cfp); cfclose(cfp); try { auto function = LuaFunction::createFromCode(Script_system.GetLuaSession(), source, filename); function.setErrorFunction(LuaFunction::createFromCFunction(Script_system.GetLuaSession(), ade_friendly_error)); script_function func; func.language = SC_LUA; func.function = function; Script_system.AddGameInitFunction(func); } catch (const LuaException& e) { LuaError(Script_system.GetLuaSession(), "Failed to parse %s: %s", filename, e.what()); } } // Initializes the (global) scripting system, as well as any subsystems. // script_close is handled by destructors void script_init() { mprintf(("SCRIPTING: Beginning initialization sequence...\n")); mprintf(("SCRIPTING: Beginning Lua initialization...\n")); Script_system.CreateLuaState(); if (Output_scripting_meta || Output_scripting_json) { const auto doc = Script_system.OutputDocumentation([](const SCP_string& error) { mprintf(("Scripting documentation: Error while parsing\n%s(This is only relevant for coders)\n\n", error.c_str())); }); if (Output_scripting_meta) { mprintf(("SCRIPTING: Outputting scripting metadata...\n")); scripting::output_html_doc(doc, "scripting.html"); } if (Output_scripting_json) { mprintf(("SCRIPTING: Outputting scripting metadata in JSON format...\n")); scripting::output_json_doc(doc, "scripting.json"); } } mprintf(("SCRIPTING: Beginning main hook parse sequence....\n")); script_parse_table("scripting.tbl"); parse_modular_table(NOX("*-sct.tbm"), script_parse_table); mprintf(("SCRIPTING: Parsing pure Lua scripts\n")); parse_modular_table(NOX("*-sct.lua"), script_parse_lua_script); mprintf(("SCRIPTING: Inititialization complete.\n")); } /* //WMC - Doesn't work as debug console interferes with any non-alphabetic chars. DCF(script, "Evaluates a line of scripting") { if(Dc_command) { dc_get_arg(ARG_STRING); Script_system.EvalString(Dc_arg); } if(Dc_help) { dc_printf("Usage: script -- Scripting to evaluate.\n"); } } */ //*************************CLASS: ConditionedScript************************* extern char Game_current_mission_filename[]; bool ConditionedHook::AddCondition(script_condition *sc) { switch (sc->condition_type) { case CHC_STATE: sc->condition_reference_index = gameseq_get_state_idx(sc->condition_string.c_str()); break; case CHC_VERSION: char buf[32]; sc->condition_reference_index = 0; sprintf(buf, "%i.%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD); if (stricmp(buf, sc->condition_string.c_str()) == 0) { sc->condition_reference_index = 1; } else if(FS_VERSION_BUILD == 0) //In case some people are lazy and say "3.7" instead of "3.7.0" or something { sprintf(buf, "%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR); if (stricmp(buf, sc->condition_string.c_str()) == 0) { sc->condition_reference_index = 1; } } break; case CHC_APPLICATION: sc->condition_reference_index = 1; if (Fred_running) { if (stricmp("FRED2_Open", sc->condition_string.c_str()) != 0 && stricmp("FRED2Open", sc->condition_string.c_str()) != 0 && stricmp("FRED 2", sc->condition_string.c_str()) != 0 && stricmp("FRED", sc->condition_string.c_str()) != 0) sc->condition_reference_index = 0; } else { if (stricmp("FS2_Open", sc->condition_string.c_str()) != 0 && stricmp("FS2Open", sc->condition_string.c_str()) != 0 && stricmp("Freespace 2", sc->condition_string.c_str()) != 0 && stricmp("Freespace", sc->condition_string.c_str()) != 0) sc->condition_reference_index = 0; } break; default: break; } Conditions.push_back(*sc); return true; } bool ConditionedHook::AddAction(script_action *sa) { if(!script_hook_valid(&sa->hook)) return false; Actions.push_back(*sa); return true; } bool ConditionedHook::ConditionsValid(int action, object *objp, int more_data) { //Return false if any conditions are not met //script_condition *scp; ship_info *sip; for(auto & scp : Conditions) { switch(scp.condition_type) { case CHC_STATE: if(gameseq_get_depth() < 0) return false; if(gameseq_get_state() != scp.condition_reference_index) return false; break; case CHC_SHIPTYPE: if(objp == NULL || objp->type != OBJ_SHIP) return false; sip = &Ship_info[Ships[objp->instance].ship_info_index]; if(sip->class_type < 0) return false; if(stricmp(Ship_types[sip->class_type].name, scp.condition_string.c_str()) != 0) return false; break; case CHC_SHIPCLASS: if(objp == NULL || objp->type != OBJ_SHIP) return false; if(stricmp(Ship_info[Ships[objp->instance].ship_info_index].name, scp.condition_string.c_str()) != 0) return false; break; case CHC_SHIP: if(objp == NULL || objp->type != OBJ_SHIP) return false; if(stricmp(Ships[objp->instance].ship_name, scp.condition_string.c_str()) != 0) return false; break; case CHC_MISSION: { //WMC - Get mission filename with Mission_filename //I don't use Game_current_mission_filename, because //Mission_filename is valid in both fs2_open and FRED size_t len = strlen(Mission_filename); if(!len) return false; if(len > 4 && !stricmp(&Mission_filename[len-4], ".fs2")) len -= 4; if(strnicmp(scp.condition_string.c_str(), Mission_filename, len) != 0) return false; break; } case CHC_CAMPAIGN: { size_t len = strlen(Campaign.filename); if(!len) return false; if(len > 4 && !stricmp(&Mission_filename[len-4], ".fc2")) len -= 4; if(strnicmp(scp.condition_string.c_str(), Mission_filename, len) != 0) return false; break; } case CHC_WEAPONCLASS: { if (action == CHA_COLLIDEWEAPON) { if (stricmp(Weapon_info[more_data].name, scp.condition_string.c_str()) != 0) return false; } else if (!(action == CHA_ONWPSELECTED || action == CHA_ONWPDESELECTED || action == CHA_ONWPEQUIPPED || action == CHA_ONWPFIRED || action == CHA_ONTURRETFIRED )) { if(objp == NULL || (objp->type != OBJ_WEAPON && objp->type != OBJ_BEAM)) return false; else if (( objp->type == OBJ_WEAPON) && (stricmp(Weapon_info[Weapons[objp->instance].weapon_info_index].name, scp.condition_string.c_str()) != 0 )) return false; else if (( objp->type == OBJ_BEAM) && (stricmp(Weapon_info[Beams[objp->instance].weapon_info_index].name, scp.condition_string.c_str()) != 0 )) return false; } else if(objp == NULL || objp->type != OBJ_SHIP) { return false; } else if (action == CHA_ONWEAPONCREATED) { if (objp == nullptr || objp->type != OBJ_WEAPON) return false; } else { // Okay, if we're still here, then objp is both valid and a ship ship* shipp = &Ships[objp->instance]; bool primary = false, secondary = false, prev_primary = false, prev_secondary = false; switch (action) { case CHA_ONWPSELECTED: if (shipp->weapons.current_primary_bank >= 0) { primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp.condition_string.c_str()) == 0; } if (shipp->weapons.current_secondary_bank >= 0) { secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp.condition_string.c_str()) == 0; } if (!(primary || secondary)) { return false; } if ((shipp->flags[Ship::Ship_Flags::Primary_linked]) && primary && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags[Weapon::Info_Flags::Nolink])) { return false; } break; case CHA_ONWPDESELECTED: if (shipp->weapons.current_primary_bank >= 0) { primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp.condition_string.c_str()) == 0; } if (shipp->weapons.previous_primary_bank >= 0) { prev_primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.previous_primary_bank]].name, scp.condition_string.c_str()) == 0; } if (shipp->weapons.current_secondary_bank >= 0) { secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp.condition_string.c_str()) == 0; } if (shipp->weapons.previous_secondary_bank >= 0) { prev_secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.previous_secondary_bank]].name, scp.condition_string.c_str()) == 0; } if ((shipp->flags[Ship::Ship_Flags::Primary_linked]) && prev_primary && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.previous_primary_bank]].wi_flags[Weapon::Info_Flags::Nolink])) return true; if ( !prev_secondary && ! secondary && !prev_primary && !primary ) return false; if ( (!prev_secondary && !secondary) && (prev_primary && primary) ) return false; if ( (!prev_secondary && !secondary) && (!prev_primary && primary) ) return false; if ( (!prev_primary && !primary) && (prev_secondary && secondary) ) return false; if ( (!prev_primary && !primary) && (!prev_secondary && secondary) ) return false; break; case CHA_ONWPEQUIPPED: { bool equipped = false; for(int j = 0; j < MAX_SHIP_PRIMARY_BANKS; j++) { if (!equipped && (shipp->weapons.primary_bank_weapons[j] >= 0) && (shipp->weapons.primary_bank_weapons[j] < weapon_info_size()) ) { if (!stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[j]].name, scp.condition_string.c_str())) { equipped = true; break; } } } if (!equipped) { for(int j = 0; j < MAX_SHIP_SECONDARY_BANKS; j++) { if (!equipped && (shipp->weapons.secondary_bank_weapons[j] >= 0) && (shipp->weapons.secondary_bank_weapons[j] < weapon_info_size()) ) { if (!stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[j]].name, scp.condition_string.c_str())) { equipped = true; break; } } } } if (!equipped) return false; break; } case CHA_ONWPFIRED: { if (more_data == 1) { primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp.condition_string.c_str()) == 0; secondary = false; } else { primary = false; secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp.condition_string.c_str()) == 0; } if ((shipp->flags[Ship::Ship_Flags::Primary_linked]) && primary && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags[Weapon::Info_Flags::Nolink])) return false; return more_data == 1 ? primary : secondary; break; } case CHA_ONTURRETFIRED: { if (! (stricmp(Weapon_info[shipp->last_fired_turret->last_fired_weapon_info_index].name, scp.condition_string.c_str()) == 0)) return false; break; } case CHA_PRIMARYFIRE: { if (stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp.condition_string.c_str()) != 0) return false; break; } case CHA_SECONDARYFIRE: { if (stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp.condition_string.c_str()) != 0) return false; break; } case CHA_BEAMFIRE: { if (!(stricmp(Weapon_info[more_data].name, scp.condition_string.c_str()) == 0)) return false; break; } default: break; } } // case CHC_WEAPONCLASS break; } case CHC_OBJECTTYPE: if(objp == NULL) return false; if(stricmp(Object_type_names[objp->type], scp.condition_string.c_str()) != 0) return false; break; case CHC_KEYPRESS: { extern int Current_key_down; if(gameseq_get_depth() < 0) return false; if(Current_key_down == 0) return false; //WMC - could be more efficient, but whatever. if(stricmp(textify_scancode(Current_key_down), scp.condition_string.c_str()) != 0) return false; break; } case CHC_ACTION: { if(gameseq_get_depth() < 0) return false; int action_index = more_data; if (action_index <= 0 || stricmp(scp.condition_string.c_str(), Control_config[action_index].text.c_str()) != 0) return false; break; } case CHC_VERSION: { // Goober5000: I'm going to assume scripting doesn't care about SVN revision //if(stricmp(Script_engine_version.c_str(), scp.condition_string.c_str()) != 0) //This is pre-checked and the result cached on script load, since version string //doesn't change during play and building the version string over and over to compare to //was more expensive than you might think if(scp.condition_reference_index == 0) { return false; } break; } case CHC_APPLICATION: { if(scp.condition_reference_index == 0) { return false; } } default: break; } } return true; } bool ConditionedHook::IsOverride(script_state* sys, int action) { Assert(sys != NULL); // bool b = false; //Do the actions for(SCP_vector::iterator sap = Actions.begin(); sap != Actions.end(); ++sap) { if (sap->action_type == action) { if (sys->IsOverride(sap->hook)) return true; } } return false; } bool ConditionedHook::Run(class script_state* sys, int action) { Assert(sys != NULL); // Do the actions for (auto & Action : Actions) { if (Action.action_type == action) { sys->RunBytecode(Action.hook.hook_function); } } return true; } //*************************CLASS: script_state************************* //Most of the icky stuff is here. Lots of #ifdefs //WMC - defined in parse/scripting.h void script_state::SetHookObject(const char *name, object *objp) { SetHookObjects(1, name, objp); } void script_state::SetHookObjects(int num, ...) { if (LuaState == nullptr) { return; } va_list vl; va_start(vl, num); for (int i = 0; i < num; i++) { char* name = va_arg(vl, char*); object* objp = va_arg(vl, object*); ade_set_object_with_breed(LuaState, OBJ_INDEX(objp)); auto reference = luacpp::UniqueLuaReference::create(LuaState); lua_pop(LuaState, 1); // Remove object value from the stack HookVariableValues[name].push_back(std::move(reference)); } va_end(vl); } void script_state::RemHookVar(const char* name) { this->RemHookVars({name}); } void script_state::RemHookVars(std::initializer_list names) { if (LuaState != nullptr) { for (const auto& hookVar : names) { if (HookVariableValues[hookVar].empty()) { // Nothing to do continue; } HookVariableValues[hookVar].pop_back(); } } } const SCP_unordered_map>& script_state::GetHookVariableReferences() { return HookVariableValues; } int script_state::LoadBm(const char* name) { for(int i = 0; i < (int)ScriptImages.size(); i++) { if(!stricmp(name, ScriptImages[i].fname)) return ScriptImages[i].handle; } image_desc id; int idx = bm_load(name); if(idx > -1) { id.handle = idx; strcpy_s(id.fname, name); ScriptImages.push_back(id); } return idx; } void script_state::UnloadImages() { for(int i = 0; i < (int)ScriptImages.size(); i++) { bm_release(ScriptImages[i].handle); } ScriptImages.clear(); } int script_state::RunCondition(int action, object* objp, int more_data) { TRACE_SCOPE(tracing::LuaHooks); int num = 0; if (LuaState == nullptr) { return num; } for(SCP_vector::iterator chp = ConditionalHooks.begin(); chp != ConditionalHooks.end(); ++chp) { if(chp->ConditionsValid(action, objp, more_data)) { chp->Run(this, action); num++; } } return num; } bool script_state::IsConditionOverride(int action, object *objp) { //bool b = false; for(SCP_vector::iterator chp = ConditionalHooks.begin(); chp != ConditionalHooks.end(); ++chp) { if(chp->ConditionsValid(action, objp)) { if(chp->IsOverride(this, action)) return true; } } return false; } void script_state::EndFrame() { EndLuaFrame(); } void script_state::Clear() { // Free all lua value references ConditionalHooks.clear(); HookVariableValues.clear(); if (LuaState != nullptr) { OnStateDestroy(LuaState); lua_close(LuaState); } StateName[0] = '\0'; Langs = 0; //Don't close this yet LuaState = NULL; LuaLibs = NULL; } script_state::script_state(const char *name) { auto len = sizeof(StateName); strncpy(StateName, name, len); StateName[len - 1] = 0; Langs = 0; LuaState = NULL; LuaLibs = NULL; } script_state::~script_state() { Clear(); } void script_state::SetLuaSession(lua_State *L) { if (LuaState != nullptr) { lua_close(LuaState); } LuaState = L; if (LuaState != nullptr) { Langs |= SC_LUA; } else if(Langs & SC_LUA) { Langs &= ~SC_LUA; } } ScriptingDocumentation script_state::OutputDocumentation(const scripting::DocumentationErrorReporter& errorReporter) { ScriptingDocumentation doc; doc.name = StateName; // Conditions doc.conditions.reserve(static_cast(Num_script_conditions)); for (int32_t i = 0; i < Num_script_conditions; i++) { doc.conditions.emplace_back(Script_conditions[i].name); } // Global variables doc.globalVariables.assign(std::begin(GlobalVariables), std::end(GlobalVariables)); // Actions auto sortedHooks = scripting::getHooks(); std::sort(sortedHooks.begin(), sortedHooks.end(), [](const scripting::HookBase* left, const scripting::HookBase* right) { return left->getHookName() < right->getHookName(); }); for (const auto& hook : sortedHooks) { doc.actions.push_back( {hook->getHookName(), hook->getDescription(), hook->getParameters(), hook->isOverridable()}); } OutputLuaDocumentation(doc, errorReporter); return doc; } void script_state::ParseChunkSub(script_function& script_func, const char* debug_str) { using namespace luacpp; Assert(debug_str != NULL); //Lua script_func.language = SC_LUA; std::string source; std::string function_name(debug_str); if(check_for_string("[[")) { //Lua from file char *filename = alloc_block("[[", "]]"); //Load from file CFILE *cfp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SCRIPTS ); //WMC - use filename instead of debug_str so that the filename gets passed. function_name = filename; vm_free(filename); if(cfp == NULL) { Warning(LOCATION, "Could not load lua script file '%s'", function_name.c_str()); return; } else { int len = cfilelength(cfp); source.resize((size_t) len); cfread(&source[0], len, 1, cfp); cfclose(cfp); } } else if(check_for_string("[")) { //Lua string // Determine the current line in the file so that the Lua source can begin at the same line as in the table // This will make sure that the line in the error message matches the line number in the table. auto line = get_line_num(); //Allocate raw script char* raw_lua = alloc_block("[", "]", 1); //WMC - minor hack to make sure that the last line gets //executed properly. In testing, I couldn't reproduce Nuke's //crash, so this is here just to be on the safe side. strcat(raw_lua, "\n"); for (auto i = 0; i <= line; ++i) { source += "\n"; } source += raw_lua; vm_free(raw_lua); } else { std::string buf; //Stuff it stuff_string(buf, F_RAW); source = "return "; source += buf; } try { auto function = LuaFunction::createFromCode(LuaState, source, function_name); function.setErrorFunction(LuaFunction::createFromCFunction(LuaState, ade_friendly_error)); script_func.function = function; } catch (const LuaException& e) { LuaError(GetLuaSession(), "%s", e.what()); } } void script_state::ParseChunk(script_hook *dest, const char *debug_str) { static int total_parse_calls = 0; char debug_buf[128]; total_parse_calls++; //DANGER! This code means the debug_str must be used only before parsing if(debug_str == NULL) { sprintf(debug_buf, "script_parse() count %d", total_parse_calls); debug_str = debug_buf; } ParseChunkSub(dest->hook_function, debug_str); if(optional_string("+Override:")) { size_t bufSize = strlen(debug_str) + 10; char *debug_str_over = (char*)vm_malloc(bufSize); strcpy_s(debug_str_over, bufSize, debug_str); strcat_s(debug_str_over, bufSize, " override"); ParseChunkSub(dest->override_function, debug_str_over); vm_free(debug_str_over); } } bool script_state::EvalString(const char* string, const char* debug_str) { using namespace luacpp; size_t string_size = strlen(string); char lastchar = string[string_size - 1]; if (string[0] == '{') { return false; } if (string[0] == '[' && lastchar != ']') { return false; } size_t s_bufSize = string_size + 8; std::string s; s.reserve(s_bufSize); if (string[0] != '[') { s += string; } else { s.assign(string + 1, string + string_size); } SCP_string debug_name; if (debug_str == nullptr) { debug_name = "String: "; debug_name += s; } else { debug_name = debug_str; } try { auto function = LuaFunction::createFromCode(LuaState, s, debug_name); function.setErrorFunction(LuaFunction::createFromCFunction(LuaState, scripting::ade_friendly_error)); try { function.call(LuaState); } catch (const LuaException&) { return false; } } catch (const LuaException& e) { LuaError(GetLuaSession(), "%s", e.what()); return false; } return true; } int script_state::RunBytecode(script_function& hd) { using namespace luacpp; if (!hd.function.isValid()) { return 1; } GR_DEBUG_SCOPE("Lua code"); try { hd.function.call(LuaState); } catch (const LuaException&) { return 0; } return 1; } ConditionalType script_parse_condition() { char buf[NAME_LENGTH]; for (int i = 0; i < Num_script_conditions; i++) { sprintf(buf, "$%s:", Script_conditions[i].name); if(optional_string(buf)) return static_cast(Script_conditions[i].def); } return CHC_NONE; } const scripting::HookBase* script_parse_action() { for (const auto& action : scripting::getHooks()) { SCP_string buf; sprintf(buf, "$%s:", action->getHookName().c_str()); if (optional_string(buf.c_str())) return action; } return nullptr; } int32_t scripting_string_to_action(const char* action) { for (const auto& hook : scripting::getHooks()) { if (hook->getHookName() == action) return hook->getHookId(); } return CHA_NONE; } ConditionalType scripting_string_to_condition(const char* condition) { for (int i = 0; i < Num_script_conditions; i++) { if (!stricmp(Script_conditions[i].name, condition)) { return static_cast(Script_conditions[i].def); } } return CHC_NONE; } void script_state::ParseGlobalChunk(ConditionalActions hookType, const char* debug_str) { ConditionedHook hook; script_action sat; sat.action_type = hookType; ParseChunk(&sat.hook, debug_str); //Add the action hook.AddAction(&sat); ConditionalHooks.push_back(hook); } bool script_state::ParseCondition(const char *filename) { ConditionedHook *chp = nullptr; for(auto condition = script_parse_condition(); condition != CHC_NONE; condition = script_parse_condition()) { script_condition sct; sct.condition_type = condition; switch(condition) { case CHC_STATE: case CHC_SHIPCLASS: case CHC_SHIPTYPE: case CHC_SHIP: case CHC_MISSION: case CHC_CAMPAIGN: case CHC_WEAPONCLASS: case CHC_OBJECTTYPE: case CHC_VERSION: case CHC_APPLICATION: default: stuff_string(sct.condition_string, F_NAME); break; } if (chp == nullptr) { ConditionalHooks.push_back(ConditionedHook()); chp = &ConditionalHooks[ConditionalHooks.size() - 1]; } if (!chp->AddCondition(&sct)) { Warning(LOCATION, "Could not add condition to conditional hook in file '%s'; you may have more than %d", filename, MAX_HOOK_CONDITIONS); } } if (chp == NULL) { return false; } bool actions_added = false; for (const auto* action = script_parse_action(); action != nullptr; action = script_parse_action()) { script_action sat; sat.action_type = action->getHookId(); // WMC - build error string SCP_string buf; sprintf(buf, "%s - %s", filename, action->getHookName().c_str()); ParseChunk(&sat.hook, buf.c_str()); // Add the action if (chp->AddAction(&sat)) actions_added = true; } if(!actions_added) { Warning(LOCATION, "No actions specified for conditional hook in file '%s'", filename); ConditionalHooks.pop_back(); return false; } return true; } void script_state::AddConditionedHook(ConditionedHook hook) { ConditionalHooks.push_back(std::move(hook)); } void script_state::AddGameInitFunction(script_function func) { GameInitFunctions.push_back(std::move(func)); } //*************************CLASS: script_state************************* bool script_state::IsOverride(script_hook &hd) { if(!hd.hook_function.function.isValid()) return false; bool b=false; RunBytecode(hd.override_function, 'b', &b); return b; } void script_state::RunInitFunctions() { for (const auto& initFunc : GameInitFunctions) { initFunc.function(LuaState); } // We don't need this anymore so no need to keep references to those functions around anymore GameInitFunctions.clear(); } void scripting_state_init() { // nothing to do here if (scripting_state_inited) return; gr_set_clear_color(0, 0, 0); scripting_state_inited = 1; } void scripting_state_close() { if (!scripting_state_inited) return; game_flush(); scripting_state_inited = 0; } void scripting_state_do_frame(float /*frametime*/) { // just incase something is wrong if (!scripting_state_inited) return; gr_reset_clip(); gr_clear(); gr_flip(); // process keys int k = game_check_key() & ~KEY_DEBUGGED; switch (k) { case KEY_ESC: gameseq_post_event(GS_EVENT_MAIN_MENU); return; } }