#include #include #include "bmpman/bmpman.h" #include "controlconfig/controlsconfig.h" #include "freespace.h" #include "gamesequence/gamesequence.h" #include "globalincs/systemvars.h" #include "globalincs/version.h" #include "hud/hud.h" #include "io/key.h" #include "mission/missioncampaign.h" #include "parse/parselo.h" #include "scripting/scripting.h" #include "scripting/ade_args.h" #include "ship/ship.h" #include "weapon/beam.h" #include "weapon/weapon.h" #include "ade.h" using namespace scripting; //tehe. Declare the main event script_state Script_system("FS2_Open Scripting"); bool Output_scripting_meta = 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); flag_def_list Script_actions[] = { {"On Game Init", CHA_GAMEINIT, 0}, {"On Splash Screen", CHA_SPLASHSCREEN, 0}, {"On State Start", CHA_ONSTATESTART, 0}, {"On Frame", CHA_ONFRAME, 0}, {"On Action", CHA_ONACTION, 0}, {"On Action Stopped", CHA_ONACTIONSTOPPED,0}, {"On Key Pressed", CHA_KEYPRESSED, 0}, {"On Key Released", CHA_KEYRELEASED, 0}, {"On Mouse Moved", CHA_MOUSEMOVED, 0}, {"On Mouse Pressed", CHA_MOUSEPRESSED, 0}, {"On Mouse Released", CHA_MOUSERELEASED, 0}, {"On State End", CHA_ONSTATEEND, 0}, {"On Mission Start", CHA_MISSIONSTART, 0}, {"On HUD Draw", CHA_HUDDRAW, 0}, {"On Ship Collision", CHA_COLLIDESHIP, 0}, {"On Weapon Collision", CHA_COLLIDEWEAPON, 0}, {"On Debris Collision", CHA_COLLIDEDEBRIS, 0}, {"On Asteroid Collision", CHA_COLLIDEASTEROID,0}, {"On Object Render", CHA_OBJECTRENDER, 0}, {"On Warp In", CHA_WARPIN, 0}, {"On Warp Out", CHA_WARPOUT, 0}, {"On Death", CHA_DEATH, 0}, {"On Mission End", CHA_MISSIONEND, 0}, {"On Weapon Delete", CHA_ONWEAPONDELETE, 0}, {"On Weapon Equipped", CHA_ONWPEQUIPPED, 0}, {"On Weapon Fired", CHA_ONWPFIRED, 0}, {"On Weapon Selected", CHA_ONWPSELECTED, 0}, {"On Weapon Deselected", CHA_ONWPDESELECTED, 0}, {"On Gameplay Start", CHA_GAMEPLAYSTART, 0}, {"On Turret Fired", CHA_ONTURRETFIRED, 0}, {"On Primary Fire", CHA_PRIMARYFIRE, 0}, {"On Secondary Fire", CHA_SECONDARYFIRE, 0}, {"On Ship Arrive", CHA_ONSHIPARRIVE, 0}, {"On Beam Collision", CHA_COLLIDEBEAM, 0}, {"On Message Received", CHA_MSGRECEIVED, 0}, {"On HUD Message Received", CHA_HUDMSGRECEIVED, 0}, { "On Afterburner Engage", CHA_AFTERBURNSTART, 0 }, { "On Afterburner Stop", CHA_AFTERBURNEND, 0 }, { "On Beam Fire", CHA_BEAMFIRE, 0 }, { "On Simulation", CHA_SIMULATION, 0 }, { "On Load Screen", CHA_LOADSCREEN, 0 }, { "On Campaign Mission Accept", CHA_CMISSIONACCEPT, 0 }, { "On Ship Depart", CHA_ONSHIPDEPART, 0 }, { "On Weapon Created", CHA_ONWEAPONCREATED, 0}, { "On Waypoints Done", CHA_ONWAYPOINTSDONE, 0}, { "On Subsystem Destroyed", CHA_ONSUBSYSDEATH, 0}, {"On Goals Cleared", CHA_ONGOALSCLEARED, 0}, }; int Num_script_actions = sizeof(Script_actions)/sizeof(flag_def_list); 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")) { //int num = 42; //Script_system.SetHookVar("Version", 'i', &num); 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("$HUD:")) { st->ParseGlobalChunk(CHA_HUDDRAW, "HUD"); } required_string("#End"); } /* if(optional_string("#State Hooks")) { while(optional_string("$State:")) { char buf[NAME_LENGTH]; int idx; stuff_string(buf, F_NAME, sizeof(buf)); idx = gameseq_get_state_idx(buf); if(optional_string("$Hook:")) { if(idx > -1) { GS_state_hooks[idx] = st->ParseChunk(buf); } else { st->ParseChunk(buf); } } } 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; } } //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) { mprintf(("SCRIPTING: Outputting scripting metadata...\n")); Script_system.OutputMeta("scripting.html"); } mprintf(("SCRIPTING: Beginning main hook parse sequence....\n")); script_parse_table("scripting.tbl"); parse_modular_table(NOX("*-sct.tbm"), script_parse_table); 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) { for(int i = 0; i < MAX_HOOK_CONDITIONS; i++) { if(Conditions[i].condition_type == CHC_NONE) { Conditions[i] = *sc; return true; } } return false; } 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) { uint i; //Return false if any conditions are not met script_condition *scp; ship_info *sip; for(i = 0; i < MAX_HOOK_CONDITIONS; i++) { scp = &Conditions[i]; switch(scp->condition_type) { case CHC_STATE: if(gameseq_get_depth() < 0) return false; if(stricmp(GS_state_text[gameseq_get_state(0)], scp->data.name) != 0) 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->data.name) != 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->data.name) != 0) return false; break; case CHC_SHIP: if(objp == NULL || objp->type != OBJ_SHIP) return false; if(stricmp(Ships[objp->instance].ship_name, scp->data.name) != 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->data.name, 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->data.name, Mission_filename, len) != 0) return false; break; } case CHC_WEAPONCLASS: { if (action == CHA_COLLIDEWEAPON) { if (stricmp(Weapon_info[more_data].name, scp->data.name) != 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->data.name) != 0 )) return false; else if (( objp->type == OBJ_BEAM) && (stricmp(Weapon_info[Beams[objp->instance].weapon_info_index].name, scp->data.name) != 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: primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp->data.name) == 0; secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp->data.name) == 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: primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp->data.name) == 0; prev_primary = stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.previous_primary_bank]].name, scp->data.name) == 0; secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp->data.name) == 0; prev_secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.previous_secondary_bank]].name, scp->data.name) == 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] < MAX_WEAPON_TYPES) ) { if ( !stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[j]].name, scp->data.name) ) { 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] < MAX_WEAPON_TYPES) ) { if ( !stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[j]].name, scp->data.name) ) { 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->data.name) == 0; secondary = false; } else { primary = false; secondary = stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp->data.name) == 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->data.name) == 0)) return false; break; } case CHA_PRIMARYFIRE: { if (stricmp(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name, scp->data.name) != 0) return false; break; } case CHA_SECONDARYFIRE: { if (stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp->data.name) != 0) return false; break; } case CHA_BEAMFIRE: { if (!(stricmp(Weapon_info[more_data].name, scp->data.name) == 0)) return false; break; } } } // case CHC_WEAPONCLASS break; } case CHC_OBJECTTYPE: if(objp == NULL) return false; if(stricmp(Object_type_names[objp->type], scp->data.name) != 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->data.name) != 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->data.name, Control_config[action_index].text) != 0) return false; break; } case CHC_VERSION: { // Goober5000: I'm going to assume scripting doesn't care about SVN revision char buf[32]; sprintf(buf, "%i.%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD); if(stricmp(buf, scp->data.name) != 0) { //In case some people are lazy and say "3.7" instead of "3.7.0" or something if(FS_VERSION_BUILD == 0) { sprintf(buf, "%i.%i", FS_VERSION_MAJOR, FS_VERSION_MINOR); if(stricmp(buf, scp->data.name) != 0) return false; } else { return false; } } break; } case CHC_APPLICATION: { if(Fred_running) { if(stricmp("FRED2_Open", scp->data.name) != 0 && stricmp("FRED2Open", scp->data.name) != 0 && stricmp("FRED 2", scp->data.name) != 0 && stricmp("FRED", scp->data.name) != 0) return false; } else { if(stricmp("FS2_Open", scp->data.name) != 0 && stricmp("FS2Open", scp->data.name) != 0 && stricmp("Freespace 2", scp->data.name) != 0 && stricmp("Freespace", scp->data.name) != 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); if(this->OpenHookVarTable()) { int amt_ldx = lua_gettop(LuaState); 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)); int data_ldx = lua_gettop(LuaState); lua_pushstring(LuaState, name); lua_pushvalue(LuaState, data_ldx); lua_rawset(LuaState, amt_ldx); lua_pop(LuaState, 1); //data_ldx } this->CloseHookVarTable(); } else { LuaError(LuaState, "Could not get HookVariable library to add hook variables - get a coder"); } va_end(vl); } //This pair of abstraction functions handles //getting the table of ade member functions //for the hook library. //Call CloseHookVarTable() only if OpenHookVarTable() //returns true. (see below) static int ohvt_poststack = 0; //Items on the stack prior to OHVT static int ohvt_isopen = 0; //Items OHVT puts on the stack bool script_state::OpenHookVarTable() { if(ohvt_isopen) Error(LOCATION, "OpenHookVarTable was called twice with no call to CloseHookVarTable - missing call ahoy!"); lua_pushstring(LuaState, "hv"); lua_gettable(LuaState, LUA_GLOBALSINDEX); int sv_ldx = lua_gettop(LuaState); if(lua_isuserdata(LuaState, sv_ldx)) { //Get ScriptVar metatable lua_getmetatable(LuaState, sv_ldx); int mtb_ldx = lua_gettop(LuaState); if(lua_istable(LuaState, mtb_ldx)) { //Get ScriptVar/metatable/__ademembers lua_pushstring(LuaState, "__ademembers"); lua_rawget(LuaState, mtb_ldx); int amt_ldx = lua_gettop(LuaState); if(lua_istable(LuaState, amt_ldx)) { ohvt_isopen = 3; ohvt_poststack = amt_ldx; return true; } lua_pop(LuaState, 1); //amt } lua_pop(LuaState, 1); //metatable } lua_pop(LuaState, 1); //Library return false; } //Call when you are done with CloseHookVarTable, //and you have removed all other objects 'above' //the stack objects generated by the call to OpenHookVarTable. bool script_state::CloseHookVarTable() { if(!ohvt_isopen) { Error(LOCATION, "CloseHookVarTable was called with no associated call to OpenHookVarTable"); } int top_ldx = lua_gettop(LuaState); if(top_ldx >= ohvt_poststack) { lua_pop(LuaState, ohvt_isopen); ohvt_isopen = 0; return true; } else { Error(LOCATION, "CloseHookVarTable() was called with too few objects on the stack; get a coder. (Stack: %d OHVT post: %d OHVT num: %d", top_ldx, ohvt_poststack, ohvt_isopen); return false; } } void script_state::RemHookVar(const char *name) { this->RemHookVars(1, name); } void script_state::RemHookVars(unsigned int num, ...) { if(LuaState != NULL) { //WMC - Quick and clean. :) //WMC - *sigh* nostalgia //Get ScriptVar table if(this->OpenHookVarTable()) { int amt_ldx = lua_gettop(LuaState); va_list vl; va_start(vl, num); for(unsigned int i = 0; i < num; i++) { char *name = va_arg(vl, char*); lua_pushstring(LuaState, name); lua_pushnil(LuaState); lua_rawset(LuaState, amt_ldx); } va_end(vl); this->CloseHookVarTable(); } else { LuaError(LuaState, "Could not get HookVariable library to remove hook variables - get a coder"); } } } 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) { if (LuaState == nullptr) { return; } int num = 0; 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(); if(LuaState != NULL) { 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) { strncpy(StateName, name, sizeof(StateName)-1); Langs = 0; LuaState = NULL; LuaLibs = NULL; } script_state::~script_state() { Clear(); } void script_state::SetLuaSession(lua_State *L) { if(LuaState != NULL) { lua_close(LuaState); } LuaState = L; if(LuaState != NULL) { Langs |= SC_LUA; } else if(Langs & SC_LUA) { Langs &= ~SC_LUA; } } int script_state::OutputMeta(const char *filename) { FILE *fp = fopen(filename,"w"); int i; if(fp == NULL) { return 0; } fprintf(fp, "\n\n\tScript Output - FSO v%s (%s)\n\n", FS_VERSION_FULL, StateName); fputs("", fp); fprintf(fp,"\t

Script Output - FSO v%s (%s)

\n", FS_VERSION_FULL, StateName); //Scripting languages links fputs("
", fp); //***Hooks fputs("

Conditional Hooks

", fp); fputs("
", fp); //Conditions fputs("
Conditions
", fp); for(i = 0; i < Num_script_conditions; i++) { fprintf(fp, "
%s
", Script_conditions[i].name); } //Actions fputs("
Actions
", fp); for(i = 0; i < Num_script_actions; i++) { fprintf(fp, "
%s
", Script_actions[i].name); } fputs("

", fp); //***Scripting langs fputs("

Scripting languages

", fp); if(Langs & SC_LUA) { fputs("
Lua
", fp); } fputs("
", fp); //Languages fputs("
", fp); if(Langs & SC_LUA) { fputs("

Lua

", fp); fputs("
", fp); OutputLuaMeta(fp); fputs("
", fp); } fputs("
", fp); fclose(fp); return 1; } 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(); } 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(); } catch (const LuaException&) { return 0; } return 1; } int script_parse_condition() { char buf[NAME_LENGTH]; for(int i = 0; i < Num_script_conditions; i++) { sprintf(buf, "$%s:", Script_conditions[i].name); if(optional_string(buf)) return Script_conditions[i].def; } return CHC_NONE; } flag_def_list* script_parse_action() { char buf[NAME_LENGTH]; for(int i = 0; i < Num_script_actions; i++) { sprintf(buf, "$%s:", Script_actions[i].name); if(optional_string(buf)) return &Script_actions[i]; } return NULL; } void script_state::ParseGlobalChunk(int 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 = NULL; int condition; for(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.data.name, F_NAME, CONDITION_LENGTH); break; } if(chp == NULL) { 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; } flag_def_list *action; bool actions_added = false; for(action = script_parse_action(); action != NULL; action = script_parse_action()) { script_action sat; sat.action_type = action->def; //WMC - build error string char *buf = (char *)vm_malloc(strlen(filename) + strlen(action->name) + 4); sprintf(buf, "%s - %s", filename, action->name); ParseChunk(&sat.hook, buf); //Free error string vm_free(buf); //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; } //*************************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 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; } }