#include "parse/scripting.h" #ifdef USE_LUA #include "parse/lua.h" #include "graphics/2d.h" #include "ship/ship.h" #include "ship/shipfx.h" #include "io/key.h" #include "io/mouse.h" #include "gamesequence/gamesequence.h" #include "globalincs/pstypes.h" #include "freespace2/freespace.h" #include "lighting/lighting.h" #include "render/3dinternal.h" #include "cmdline/cmdline.h" #include "playerman/player.h" #include "mission/missioncampaign.h" #include "mission/missiongoals.h" #include "mission/missionload.h" #include "freespace2/freespace.h" #include "weapon/weapon.h" //*************************Lua funcs************************* int script_remove_lib(lua_State *L, char *name); //*************************Lua globals************************* std::vector lua_Libraries; std::vector lua_Objects; //*************************Lua helpers************************* //Function macro //This is what you call to make new functions #define LUA_FUNC(name, objlib, args, retvals, desc) \ static int lua_##objlib##_##name(lua_State *L); \ lua_func_h lua_##objlib##_##name##_h(#name, lua_##objlib##_##name, objlib, args, retvals, desc); \ static int lua_##objlib##_##name(lua_State *L) /* //Callback typedef #define SCRIPT_LUA_CALLBACK static int //Function entry for a library typedef struct script_lua_func_list { const char *name; lua_CFunction func; const char *description; const char *args; const char *retvals; } script_lua_func_list; //Function entry for an object typedef struct script_lua_obj_func_list { const char *name; lua_CFunction func; const char *description; const char *args; const char *retvals; } script_lua_obj_func_list; //Object entry for a library typedef struct script_lua_obj_list { const char *object_name; const script_lua_obj_func_list *object_funcs; const char *description; }script_lua_obj_list; //Library entry typedef struct script_lua_lib_list { const char *library_name; const script_lua_func_list *library_funcs; const script_lua_obj_list *library_objects; const char *description; }script_lua_lib_list; //LUA_NEW_OBJ(lua_State, object name, object struct) #define LUA_NEW_OBJ(L,n,s) \ (s *) lua_newuserdata(L, sizeof(s)); \ luaL_getmetatable(L, n); \ lua_setmetatable(L, -2) template class lua_cvar { char meta[NAME_LENGTH]; public: lua_cvar(char *in_meta){sprintf(meta, "fs2.%s", in_meta);} char *GetName(){return meta;} //StoreType *Create(lua_State *L){StoreType *ptr = (StoreType*)LUA_NEW_OBJ(L, meta, StoreType); return ptr;} script_lua_odata Return(StoreType *obj){return script_lua_odata(meta, obj, sizeof(StoreType));} script_lua_odata GetFromLua(StoreType *ptr){return script_lua_odata(meta, ptr, sizeof(StoreType));} script_lua_opdata ParsePtr(StoreType **ptr){return script_lua_opdata(meta, ptr);} }; */ /*struct script_lua_pdata { char *meta; void *buf; script_lua_pdata(char* in_meta, void* in_buf){meta=in_meta;buf=in_buf;} };*/ //LUA_CVAR(name, pointer) //Call this with lua_get_args to store the pointer to //a specific set of userdata in a pointer. //-----EX: //lua_get_args(L, "u", LUA_CVAR("ship", &lua_ship)) #define LUA_CVAR(n, p) script_lua_udata(n, (void**)&p) //#define LUA_PTR(n, p) script_lua_pdata(n, (void*)p) //*************************Lua return values************************* #define LUA_RETURN_NIL 0 #define LUA_RETURN_OBJECT 1 #define LUA_RETURN_TRUE lua_set_args(L, "b", true) #define LUA_RETURN_FALSE lua_set_args(L, "b", true) //*************************Lua defines************************* //These are the various types of operators you can //set in Lua. Define these in script_lua_obj_func_list #define LUA_OPER_METHOD "__index" #define LUA_OPER_ADDITION "__add" #define LUA_OPER_SUBTRACTION "__sub" #define LUA_OPER_MULTIPLICATION "__mult" #define LUA_OPER_DIVISION "__div" #define LUA_OPER_POWER "__pow" #define LUA_OPER_UNARY "__unm" #define LUA_OPER_CONCATENATION "__concat" #define LUA_OPER_EQUALTO "__eq" #define LUA_OPER_LESSTHAN "__lt" #define LUA_OPER_LESSTHANEQUALTO "__le" #define LUA_OPER_INDEX "__index" #define LUA_OPER_NEWINDEX "__newindex" #define LUA_OPER_CALL "__call" #define LUA_OPER_TOSTRING "__tostring" //*************************General Functions************************* //WMC - This doesn't work. int script_remove_lib(lua_State *L, char *name) { lua_pushstring(L, name); lua_gettable(L, LUA_GLOBALSINDEX); if(lua_istable(L, -1)) { lua_pop(L, -1); return 1; } return 0; } //WMC - Spits out the current Lua stack to "stackdump" //This includes variable values, but not names void lua_stackdump(lua_State *L, char *stackdump) { char buf[512]; int stacksize = lua_gettop(L); //Lua temps double d; int b; char *s; void *v; lua_State *ls; for(int argnum = 1; argnum <= stacksize; argnum++) { int type = lua_type(L, argnum); sprintf(buf, "\r\n%d: ", argnum); strcat(stackdump, buf); switch(type) { case LUA_TNIL: strcat(stackdump, "NIL"); break; case LUA_TNUMBER: d = lua_tonumber(L, argnum); sprintf(buf, "Number [%f]",d); strcat(stackdump, buf); break; case LUA_TBOOLEAN: b = lua_toboolean(L, argnum); sprintf(buf, "Boolean [%d]",b); strcat(stackdump, buf); break; case LUA_TSTRING: s = (char *)lua_tostring(L, argnum); sprintf(buf, "String [%s]",s); strcat(stackdump, buf); break; case LUA_TTABLE: strcat(stackdump, "Table"); break; case LUA_TFUNCTION: strcat(stackdump, "Function"); break; case LUA_TUSERDATA: v = lua_touserdata(L, argnum); sprintf(buf, "Userdata [%d]", v); strcat(stackdump, buf); break; case LUA_TTHREAD: ls = lua_tothread(L, argnum); sprintf(buf, "Thread [%d]", ls); strcat(stackdump, buf); break; case LUA_TLIGHTUSERDATA: v = lua_touserdata(L, argnum); sprintf(buf, "Light userdata [%d]", v); strcat(stackdump, buf); break; default: sprintf(buf, ": %s (%d) (%s)", lua_typename(L, type), lua_tonumber(L, argnum), lua_tostring(L, argnum)); strcat(stackdump, buf); break; } } } char *lua_get_type_string(lua_State *L, int argnum) { int type = lua_type(L, argnum); switch(type) { case LUA_TNIL: return "Nil"; case LUA_TNUMBER: return "Number"; case LUA_TBOOLEAN: return "Boolean"; case LUA_TSTRING: return "String"; case LUA_TTABLE: return "Table"; case LUA_TFUNCTION: return "Function"; case LUA_TUSERDATA: return "Userdata"; case LUA_TTHREAD: return "Thread"; case LUA_TLIGHTUSERDATA: return "Light Userdata"; default: return "Unknown"; } } int Lua_get_args_skip = 0; //lua_get_args(state, arguments, variables) //---------------------------------------------- //based on "Programming in Lua" // //Parses arguments from string to variables given //a '|' divides required and optional arguments. //Returns 0 if a required argument is invalid, //or there are too few arguments actually passed // //NOTE: This function essentially takes objects //from the stack in series, so it can easily be used //to get the return values from a chunk of Lua code //after it has been executed. See RunByteCode() int lua_get_args(lua_State *L, char *fmt, ...) { //Check that we have all the arguments that we need //If we don't, return 0 int needed_args = strlen(fmt); int total_args = lua_gettop(L) - Lua_get_args_skip; if(strchr(fmt, '|') != NULL) { needed_args = strchr(fmt, '|') - fmt; } if(total_args < needed_args) { Warning(LOCATION, "Not enough arguments for function"); return 0; } //Start throught va_list vl; int nargs; //Are we parsing optional args yet? bool optional_args = false; va_start(vl, fmt); nargs = 1 + Lua_get_args_skip; total_args += Lua_get_args_skip; while(*fmt && nargs <= total_args) { //Skip functions; I assume these are being used to return args while(lua_type(L, nargs) == LUA_TFUNCTION && nargs <= total_args) nargs++; switch(*fmt++) { case 'b': if(lua_isboolean(L, nargs)) { *va_arg(vl, bool*) = lua_toboolean(L, nargs) > 0 ? true : false; } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; boolean expected", nargs, lua_get_type_string(L, nargs)); if(!optional_args) return 0; } break; case 'd': if(lua_isnumber(L, nargs)) { *va_arg(vl, double*) = (double)lua_tonumber(L, nargs); } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; number expected", nargs, lua_get_type_string(L, nargs)); if(!optional_args) return 0; } break; case 'f': if(lua_isnumber(L, nargs)) { *va_arg(vl, float*) = (float)lua_tonumber(L, nargs); } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; number expected", nargs, lua_get_type_string(L, nargs)); if(!optional_args) return 0; } break; case 'i': if(lua_isnumber(L, nargs)) { *va_arg(vl, int*) = (int)lua_tonumber(L, nargs); } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; number expected", nargs, lua_get_type_string(L, nargs)); if(!optional_args) return 0; } break; case 's': if(lua_isstring(L, nargs)) { *va_arg(vl, const char **) = lua_tostring(L, nargs); } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; string expected", nargs, lua_get_type_string(L, nargs)); if(!optional_args) return 0; } break; case 'o': if(lua_isuserdata(L, nargs)) { script_lua_odata od = va_arg(vl, script_lua_odata); void *ptr = luaL_checkudata(L, nargs, od.meta); if(ptr == NULL) { Warning(LOCATION, "Argument %d is the wrong type of userdata; %s expected", nargs, od.meta); } memcpy(od.buf, ptr, od.size); } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; type '%s' expected", nargs, lua_get_type_string(L, nargs), va_arg(vl, script_lua_odata).meta); if(!optional_args) return 0; } break; case 'p': if(lua_isuserdata(L, nargs)) { script_lua_opdata pd = va_arg(vl, script_lua_opdata); (*pd.buf) = luaL_checkudata(L, nargs, pd.meta); if((*pd.buf) == NULL) { Warning(LOCATION, "Argument %d is the wrong type of userdata; %s expected", nargs, pd.meta); } } else { Warning(LOCATION, "Argument %d is an invalid type '%s'; type '%s' expected", nargs, lua_get_type_string(L, nargs), va_arg(vl, script_lua_opdata).meta); if(!optional_args) return 0; } break; case '|': nargs--; //cancel out the nargs++ at the end optional_args = true; break; default: Error(LOCATION, "Bad character passed to lua_get_args; (%c)", *(fmt-1)); break; } nargs++; } va_end(vl); return nargs; } /* void lua_set_arg(lua_State *L, char fmt, void *dta) { switch(fmt) { case 'b': lua_pushboolean(L, *(int*)dta); break; case 'd': lua_pushnumber(L, *(double*)dta); break; case 'f': lua_pushnumber(L, *(double*)dta); break; case 'i': lua_pushnumber(L, *(int*)dta); break; case 's': lua_pushstring(L, *(char**)dta); break; case 'o': { //WMC - step by step //Copy over objectdata script_lua_odata od = *(script_lua_odata*)dta; //Create new LUA object and get handle void *newod = (void*)lua_newuserdata(L, od.size); //Create or get object metatable luaL_getmetatable(L, od.meta); //Set the metatable for the object lua_setmetatable(L, -2); //Copy the actual object data to the Lua object memcpy(newod, od.buf, od.size); break; } //WMC - Don't forget to update lua_set_args default: Error(LOCATION, "Bad character passed to lua_set_args; (%c)", fmt); } }*/ //lua_set_args(state, arguments, variables) //---------------------------------------------- //based on "Programming in Lua" // //Takes variables given and pushes them onto the //Lua stack. Use it to return variables from a //Lua scripting function. // //NOTE: You can also use this to push arguments //on to the stack in series. See script_state::SetGlobal int lua_set_args(lua_State *L, char *fmt, ...) { //Start throught va_list vl; int nargs; va_start(vl, fmt); nargs = 0; while(*fmt != '\0') { switch(*fmt++) { case 'b': //WMC - Bool for GCC (Why...?) lua_pushboolean(L, va_arg(vl, int) ? 1 : 0); break; case 'd': lua_pushnumber(L, va_arg(vl, double)); break; case 'f': lua_pushnumber(L, va_arg(vl, double)); break; case 'i': lua_pushnumber(L, va_arg(vl, int)); break; case 's': lua_pushstring(L, va_arg(vl, char *)); break; case 'o': { //WMC - step by step //Copy over objectdata script_lua_odata od = va_arg(vl, script_lua_odata); //Create new LUA object and get handle void *newod = (void*)lua_newuserdata(L, od.size); //Create or get object metatable luaL_getmetatable(L, od.meta); //Set the metatable for the object lua_setmetatable(L, -2); //Copy the actual object data to the Lua object memcpy(newod, od.buf, od.size); break; } //WMC - Don't forget to update lua_set_arg default: Error(LOCATION, "Bad character passed to lua_set_args; (%c)", *fmt); } nargs++; } va_end(vl); return nargs; } //*************************Object #defines************************* //While you don't _need_ to add object defines here, it's a good idea //so you can catch misspellings and make sure the name isn't taken already //note that all object names should start with "fs2." to prevent conflicts // //IMPORTANT: Before you can use a type, it MUST be defined in a library // that exists in the current state /* static lua_cvar l_lvec("lvec"); static lua_cvar l_wvec("wvec"); static lua_cvar l_model("model"); static lua_cvar l_ship_info("ship_info"); static lua_cvar l_ship("ship"); */ //**********CLASS: cmission lua_obj l_Cmission("cmission", "Campaign mission object"); //WMC - We can get away with a pointer right now, but if it ever goes dynamic, it'd be a prob int lua_cmission_helper(lua_State *L, int *idx) { *idx = -1; if(!lua_get_args(L, "o", idx)) return 0; if(*idx < 0 || *idx > Campaign.num_missions) return 0; return 1; } LUA_FUNC(getName, l_Cmission, NULL, "Mission name", "Gets mission name") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "s", Campaign.missions[idx].name); } LUA_FUNC(isCompleted, l_Cmission, NULL, "True or false", "Returns true if mission completed, false if not") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "b", Campaign.missions[idx].completed ? true : false); } LUA_FUNC(getNotes, l_Cmission, NULL, "Mission notes (string), or false if none", "Gets mission notes") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; if(Campaign.missions[idx].notes == NULL) return LUA_RETURN_FALSE; return lua_set_args(L, "s", Campaign.missions[idx].notes); } LUA_FUNC(getMainHallNum, l_Cmission, NULL, "Main hall number", "Gets the main hall number for this mission") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].main_hall); } LUA_FUNC(getCutsceneName, l_Cmission, NULL, "Cutscene name, or false if none", "Gets the name of the cutscene for this mission (Usually played before command briefing)") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; if(!strlen(Campaign.missions[idx].briefing_cutscene)) return LUA_RETURN_FALSE; return lua_set_args(L, "s", Campaign.missions[idx].briefing_cutscene); } LUA_FUNC(getNumGoals, l_Cmission, NULL, "Number of goals", "Gets the number of goals for this mission") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].num_goals); } LUA_FUNC(getGoalName, l_Cmission, "Goal number (Zero-based)", "Name of goal", "Gets the name of the goal") { int idx = -1; int gidx = -1; if(!lua_get_args(L, "oi", &idx, &gidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(gidx < 0 || gidx > Campaign.missions[idx].num_goals) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].goals[gidx].name); } LUA_FUNC(getGoalStatus, l_Cmission, "Goal number (Zero-based)", "Goal status (string)", "Gets the status of the goal - Failed, Complete, or Incomplete") { int idx = -1; int gidx = -1; if(!lua_get_args(L, "oi", &idx, &gidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(gidx < 0 || gidx > Campaign.missions[idx].num_goals) return LUA_RETURN_NIL; char buf[NAME_LENGTH]; switch( Campaign.missions[idx].goals[gidx].status) { case GOAL_FAILED: strcpy(buf, "Failed"); break; case GOAL_COMPLETE: strcpy(buf, "Complete"); break; case GOAL_INCOMPLETE: strcpy(buf, "Incomplete"); break; default: Int3(); //???? return LUA_RETURN_FALSE; } return lua_set_args(L, "s", buf); } LUA_FUNC(getNumEvents, l_Cmission, NULL, "Number of events", "Gets the number of events for this mission") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].num_events); } LUA_FUNC(getEventName, l_Cmission, "Event number (Zero-based)", "Name of event", "Gets the name of the event") { int idx = -1; int eidx = -1; if(!lua_get_args(L, "oi", &idx, &eidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(eidx < 0 || eidx > Campaign.missions[idx].num_events) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].events[eidx].name); } LUA_FUNC(getEventStatus, l_Cmission, "Event number (Zero-based)", "Event status (string)", "Gets the status of the event - Failed, Complete, or Incomplete") { int idx = -1; int eidx = -1; if(!lua_get_args(L, "oi", &idx, &eidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(eidx < 0 || eidx > Campaign.missions[idx].num_events) return LUA_RETURN_NIL; char buf[NAME_LENGTH]; switch( Campaign.missions[idx].goals[eidx].status) { case EVENT_FAILED: strcpy(buf, "Failed"); break; case EVENT_SATISFIED: strcpy(buf, "Complete"); break; case EVENT_INCOMPLETE: strcpy(buf, "Incomplete"); break; default: Int3(); //???? return LUA_RETURN_FALSE; } return lua_set_args(L, "s", buf); } LUA_FUNC(getNumVariables, l_Cmission, NULL, "Number of variables", "Gets the number of saved SEXP variables for this mission") { int idx; if(!lua_cmission_helper(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].num_saved_variables); } LUA_FUNC(getVariableName, l_Cmission, "Variable number (Zero-based)", "Variable name", "Gets the name of the variable") { int idx = -1; int vidx = -1; if(!lua_get_args(L, "oi", &idx, &vidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(vidx < 0 || vidx > Campaign.missions[idx].num_saved_variables) return LUA_RETURN_NIL; return lua_set_args(L, "i", Campaign.missions[idx].saved_variables[vidx].variable_name); } LUA_FUNC(getVariableType, l_Cmission, "Variable number (Zero-based)", "Variable type (string)", "Gets the type of the variable (Number or string)") { int idx = -1; int vidx = -1; if(!lua_get_args(L, "oi", &idx, &vidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(vidx < 0 || vidx > Campaign.missions[idx].num_saved_variables) return LUA_RETURN_NIL; char buf[NAME_LENGTH]; if(Campaign.missions[idx].saved_variables[vidx].type & SEXP_VARIABLE_NUMBER) strcpy(buf, "Number"); if(Campaign.missions[idx].saved_variables[vidx].type & SEXP_VARIABLE_STRING) strcpy(buf, "String"); return lua_set_args(L, "i", Campaign.missions[idx].saved_variables[vidx].variable_name); } LUA_FUNC(getVariableValue, l_Cmission, "Variable number (Zero-based)", "Variable value (number or string)", "Gets the value of a variable") { int idx = -1; int vidx = -1; if(!lua_get_args(L, "oi", &idx, &vidx)) return LUA_RETURN_NIL; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; if(vidx < 0 || vidx > Campaign.missions[idx].num_saved_variables) return LUA_RETURN_NIL; if(Campaign.missions[idx].saved_variables[vidx].type & SEXP_VARIABLE_NUMBER) return lua_set_args(L, "i", atoi(Campaign.missions[idx].saved_variables[vidx].text)); else if(Campaign.missions[idx].saved_variables[vidx].type & SEXP_VARIABLE_STRING) return lua_set_args(L, "s", atoi(Campaign.missions[idx].saved_variables[vidx].text)); Warning(LOCATION, "LUA::getVariableName - Unknown variable type (%d) for variable (%s)", Campaign.missions[idx].saved_variables[vidx].type, Campaign.missions[idx].saved_variables[vidx].variable_name); return LUA_RETURN_FALSE; } //**********CLASS: Shipclass lua_obj l_Shipclass("shipclass", "Ship class object"); extern int ships_inited; LUA_FUNC(getName, l_Shipclass, NULL, "Name (string)", "Gets ship class name") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; return lua_set_args(L, "s", Ship_info[idx].name); } LUA_FUNC(getType, l_Shipclass, NULL, "Ship type (string)", "Gets ship type name") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; return lua_set_args(L, "s", Ship_types[Ship_info[idx].class_type].name); } LUA_FUNC(getSpecies, l_Shipclass, NULL, "Species name (string)", "Gets ship species") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; return lua_set_args(L, "s", Species_info[Ship_info[idx].species].species_name); } LUA_FUNC(getShortName, l_Shipclass, NULL, "Short name (string)", "Gets ship class short name") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; return lua_set_args(L, "s", Ship_info[idx].short_name); } LUA_FUNC(getHitpoints, l_Shipclass, NULL, "Hitpoints (number)", "Gets ship class hitpoints") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; return lua_set_args(L, "f", Ship_info[idx].max_hull_strength); } LUA_FUNC(isInTechroom, l_Shipclass, NULL, "Whether ship has been revealed in the techroom", "Gets whether or not the ship class is available in the techroom") { int idx; if(!lua_get_args(L, "o", l_Shipclass.GetFromLua(&idx))) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return LUA_RETURN_NIL; bool b = false; if(Player != NULL && (Player->flags & PLAYER_FLAGS_IS_MULTI) && (Ship_info[idx].flags & SIF_IN_TECH_DATABASE_M)) { b = true; } else if(Ship_info[idx].flags & SIF_IN_TECH_DATABASE) { b = true; } return lua_set_args(L, "b", b); } LUA_FUNC(renderTechModel, l_Shipclass, "X1, Y1, X2, Y2, [Resize], [Rotation %], [Pitch radians], [Bank radians]", "Whether ship was rendered", "Draws ship model as if in techroom") { int x1,y1,x2,y2; float rot_pct = 40.0f; angles rot_angles = {0.0f, 0.0f, 0.0f}; bool r; int idx; if(!lua_get_args(L, "oiiii|bffff", l_Shipclass.GetFromLua(&idx), &x1, &y1, &x2, &y2, &r, &rot_pct, &rot_angles.b, &rot_angles.b)) return LUA_RETURN_NIL; if(idx < 0 || idx > Num_ship_classes) return lua_set_args(L, "b", false); if(x2 < x1 || y2 < y1) return lua_set_args(L, "b", false); if(rot_pct < 0.0f) rot_pct = 0.0f; if(rot_pct > 100.0f) rot_pct = 100.0f; ship_info *sip = &Ship_info[idx]; //Make sure model is loaded sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0], 0); if(sip->modelnum < 0) return lua_set_args(L, "b", false); //Handle angles matrix orient = vmd_identity_matrix; angles view_angles = {-0.6f, 0.0f, 0.0f}; vm_angles_2_matrix(&orient, &view_angles); rot_angles.h = (rot_pct*0.01f) * PI2; vm_rotate_matrix_by_angles(&orient, &rot_angles); //Clip gr_set_clip(x1,y1,x2-x1,y2-y1,r); //Handle 3D init stuff g3_start_frame(1); g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f); if (!Cmdline_nohtl) gr_set_proj_matrix( (4.0f/9.0f) * 3.14159f * View_zoom, gr_screen.aspect*(float)gr_screen.clip_width/(float)gr_screen.clip_height, Min_draw_distance, Max_draw_distance); if (!Cmdline_nohtl) gr_set_view_matrix(&Eye_position, &Eye_matrix); //Handle light light_reset(); vec3d light_dir = vmd_zero_vector; light_dir.xyz.y = 1.0f; light_add_directional(&light_dir, 0.65f, 1.0f, 1.0f, 1.0f); light_rotate_all(); //Draw the ship!! model_clear_instance(sip->modelnum); model_set_detail_level(0); model_render(sip->modelnum, &orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_FOGGING); //OK we're done if (!Cmdline_nohtl) { gr_end_view_matrix(); gr_end_proj_matrix(); } //Bye!! g3_end_frame(); gr_reset_clip(); return lua_set_args(L, "b", true); } //**********CLASS: Object lua_obj l_Object("object", "Object"); //Helper function //Returns 1 if object sig stored in idx exists, and stores Objects[] index in idx //Returns 0 if object sig does not exist, and does not change idx int lua_obj_get_idx(lua_State *L, int *idx) { if(!lua_get_args(L, "o", idx)) return 0; *idx = obj_get_by_signature(*idx); if(*idx < 0) return 0; return 1; } LUA_FUNC(getType, l_Object, NULL, "Object type name", "Gets object type") { int idx; if(!lua_obj_get_idx(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "s", Object_type_names[Objects[idx].type]); } LUA_FUNC(fetchShieldStrength, l_Object, "[Shield Quadrant], [New value]", "[New] shield strength", "Returns total shield strength if no quadrant is specified, or individual quadrant strength if one is specified." "Valid quadrants are \"Front\", \"Back\", \"Left\", and \"Right\". Specifying a new value will set the specified quadrant to that amount. " "\"None\" may be used for the new value to be divided equally between all quadrants") { int idx; char *qd = NULL; float nval = -1.0f; if(!lua_get_args(L, "o|sf", l_Object.GetFromLua(&idx), &qd, &nval)) return 0; idx = obj_get_by_signature(idx); if(idx < 0) return LUA_RETURN_NIL; object *objp = &Objects[idx]; //Which quadrant? int qdx=-1; if(qd == NULL || !stricmp(qd, "None")) qdx = -1; else if(!stricmp(qd, "Top")) qdx = 0; else if(!stricmp(qd, "Left")) qdx = 1; else if(!stricmp(qd, "Right")) qdx = 2; else if(!stricmp(qd, "Bottom")) qdx = 3; else return LUA_RETURN_NIL; //Set/get all quadrants if(qdx == -1) { if(nval >= 0.0f) set_shield_strength(objp, nval); return lua_set_args(L, "f", get_shield_strength(objp)); } //Set one quadrant? if(nval >= 0.0f) objp->shield_quadrant[qdx] = nval; //Get one quadrant return lua_set_args(L, "f", objp->shield_quadrant[qdx]); } LUA_FUNC(fetchHitpointsLeft, l_Object, "[New value]", "[New] hitpoints", "Returns hitpoints left on an object, or sets them if a new value is specified") { int idx; float f = -1.0f; if(!lua_get_args(L, "o|f", &idx)) return LUA_RETURN_NIL; idx = obj_get_by_signature(idx); if(idx < 0) return LUA_RETURN_NIL; //Set hull strength. if(f >= 0.0f) { Objects[idx].hull_strength = f; } return lua_set_args(L, "f", Objects[idx].hull_strength); } //**********CLASS: Mounted Weapons struct mounted_weapons_h { int signature; //Ship signature ship_subsys *subsys; //Pointer to subsystem, or NULL for the hull }; ship_weapon *lua_mw_helper(mounted_weapons_h *mw) { if(mw->signature < 0) return NULL; int idx; idx = ship_get_by_signature(mw->signature); if(idx < 0) return NULL; if(mw->subsys == NULL) return &Ships[idx].weapons; return &mw->subsys->weapons; } lua_obj l_MountedWeapons("mountedweapons", "Mounted weapons on a ship or subsystem"); LUA_FUNC(getNumWeapons, l_MountedWeapons, "[Type]", "Number of weapons, or false if invalid type specified", "Gets total number of weapons mounted. For a specific type, use \"Primary\", \"Secondary\", or \"Tertiary\".") { mounted_weapons_h mw; char *t = NULL; if(!lua_get_args(L, "o|s", l_MountedWeapons.GetFromLua(&mw), &t)) return LUA_RETURN_NIL; ship_weapon *sw = lua_mw_helper(&mw); if(sw == NULL) return LUA_RETURN_NIL; //Now do stuff //All weapons if(t == NULL) { return lua_set_args(L, "i", sw->num_primary_banks + sw->num_secondary_banks + sw->num_tertiary_banks); } //Just one type if(!stricmp(t, "Primary")) return lua_set_args(L, "i", sw->num_primary_banks); else if(!stricmp(t, "Secondary")) return lua_set_args(L, "i", sw->num_secondary_banks); else if(!stricmp(t, "Tertiary")) return lua_set_args(L, "i", sw->num_tertiary_banks); return LUA_RETURN_FALSE; } LUA_FUNC(getBankName, l_MountedWeapons, "Type, Index", "Weapon name, or false if no weapon is mounted at that index, or an invalid type is specified", "Gets weapon name for specified mount index of type. Use \"Primary\" or \"Secondary\" for type.") { mounted_weapons_h mw; char *t = NULL; int i = 0; if(!lua_get_args(L, "osi", l_MountedWeapons.GetFromLua(&mw), &t, &i)) return LUA_RETURN_NIL; ship_weapon *sw = lua_mw_helper(&mw); if(sw == NULL) return LUA_RETURN_NIL; if(i < 1) return LUA_RETURN_FALSE; //Lua->FS2 i--; if(!stricmp(t, "Primary") && i < sw->num_primary_banks && sw->primary_bank_weapons[i] > -1) return lua_set_args(L, "s", Weapon_info[sw->primary_bank_weapons[i]].name); else if(!stricmp(t, "Secondary") && i < sw->num_secondary_banks && sw->secondary_bank_weapons[i] > -1) return lua_set_args(L, "s", Weapon_info[sw->secondary_bank_weapons[i]].name); //Invalid type or weapon missing return LUA_RETURN_FALSE; } LUA_FUNC(fetchCurrentWeapon, l_MountedWeapons, "Type, [New index]", "Mount index", "Gets currently armed weapon of type. Use \"Primary\", \"Secondary\", or \"Tertiary\" for type.") { mounted_weapons_h mw; char *t = NULL; int i = 0; if(!lua_get_args(L, "os|i", l_MountedWeapons.GetFromLua(&mw), &t, &i)) return LUA_RETURN_NIL; ship_weapon *sw = lua_mw_helper(&mw); if(sw == NULL) return LUA_RETURN_NIL; //Lua->FS2 i--; if(!stricmp(t, "Primary")) { if( i > -1 && i < sw->num_primary_banks && sw->primary_bank_weapons[i] > -1) sw->current_primary_bank = i; return lua_set_args(L, "i", sw->current_primary_bank); } if(!stricmp(t, "Secondary")) { if( i > -1 && i < sw->num_secondary_banks && sw->secondary_bank_weapons[i] > -1) sw->current_secondary_bank = i; return lua_set_args(L, "i", sw->current_secondary_bank); } if(!stricmp(t, "Tertiary")) { if( i > -1 && i < sw->num_tertiary_banks) sw->current_tertiary_bank = i; return lua_set_args(L, "i", sw->current_tertiary_bank); } return LUA_RETURN_FALSE; } LUA_FUNC(fetchBankAmmo, l_MountedWeapons, "Type, Index, [New ammo amount]", "[New] ammo amount", "Gets weapon ammo, or sets to a new amount if specified.. Use \"Primary\", \"Secondary\", or \"Tertiary\" for type.") { mounted_weapons_h mw; char *t = NULL; int i = 0; int a = -1; if(!lua_get_args(L, "osi|i", l_MountedWeapons.GetFromLua(&mw), &t, &i, &a)) return LUA_RETURN_NIL; ship_weapon *sw = lua_mw_helper(&mw); if(sw == NULL) return LUA_RETURN_NIL; if(i < 1) return LUA_RETURN_FALSE; //Lua->FS2 i--; //Get/set if(!stricmp(t, "Primary") && i < sw->num_primary_banks && sw->primary_bank_weapons[i] > -1) { if(a > -1) sw->primary_bank_ammo[i] = a; return lua_set_args(L, "i", sw->primary_bank_ammo[i]); } else if(!stricmp(t, "Secondary") && i < sw->num_secondary_banks && sw->secondary_bank_weapons[i] > -1) { if(a > -1) sw->secondary_bank_ammo[i] = a; return lua_set_args(L, "i", sw->secondary_bank_ammo[i]); } else if(!stricmp(t, "Tertiary") && i == 0) { if(a > -1) sw->tertiary_bank_ammo = a; return lua_set_args(L, "i", sw->tertiary_bank_ammo); } //Invalid type or weapon missing return LUA_RETURN_FALSE; } LUA_FUNC(fetchBankCapacity, l_MountedWeapons, "Type, Index, [New ammo capacity]", "[New] ammo capacity", "Gets weapon capacity, or sets to a new amount if specified.. Use \"Primary\", \"Secondary\", or \"Tertiary\" for type.") { mounted_weapons_h mw; char *t = NULL; int i = 0; int a = -1; if(!lua_get_args(L, "osi|i", l_MountedWeapons.GetFromLua(&mw), &t, &i, &a)) return LUA_RETURN_NIL; ship_weapon *sw = lua_mw_helper(&mw); if(sw == NULL) return LUA_RETURN_NIL; if(i < 1) return LUA_RETURN_FALSE; //Lua->FS2 i--; //Get/set if(!stricmp(t, "Primary") && i < sw->num_primary_banks && sw->primary_bank_weapons[i] > -1) { if(a > -1) sw->primary_bank_start_ammo[i] = a; return lua_set_args(L, "i", sw->primary_bank_start_ammo[i]); } else if(!stricmp(t, "Secondary") && i < sw->num_secondary_banks && sw->secondary_bank_weapons[i] > -1) { if(a > -1) sw->secondary_bank_start_ammo[i] = a; return lua_set_args(L, "i", sw->secondary_bank_start_ammo[i]); } else if(!stricmp(t, "Tertiary") && i == 0) { if(a > -1) sw->tertiary_bank_start_ammo = a; return lua_set_args(L, "i", sw->tertiary_bank_start_ammo); } //Invalid type or weapon missing return LUA_RETURN_FALSE; } //**********CLASS: Ship lua_obj l_Ship("ship", "Ship object", &l_Object); //Helper function //Returns 1 if object sig stored in idx exists, and stores Ships[] index in idx //Returns 0 if object sig does not exist, and does not change idx int lua_ship_get_idx(lua_State *L, int *idx) { if(!lua_get_args(L, "o", l_Ship.GetFromLua(idx))) return 0; *idx = ship_get_by_signature(*idx); if(*idx < 0) return 0; return 1; } LUA_FUNC(fetchName, l_Ship, "[New name]", "[New] ship name (string)", "Gets ship name") { int idx; char *s = NULL; if(!lua_get_args(L, "o|f", l_Ship.GetFromLua(&idx), &s)) return 0; idx = ship_get_by_signature(idx); if(idx < 0) return LUA_RETURN_NIL; if(s == NULL) { strncpy(Ships[idx].ship_name, s, sizeof(Ships[idx].ship_name)-1); } return lua_set_args(L, "s", Ships[idx].ship_name); } LUA_FUNC(getClass, l_Ship, NULL, "Ship class handle (shipclass)", "Gets ship class handle") { int idx; if(!lua_ship_get_idx(L, &idx)) return LUA_RETURN_NIL; return lua_set_args(L, "o", l_Shipclass.SetToLua(&Objects[Ships[idx].objnum].signature)); } LUA_FUNC(getMountedWeapons, l_Ship, "[Subsystem name]", "mountedweapons object, or false if invalid subsystem specified", "Gets weapons mounted on a ship or subsystem") { int idx; char *s=NULL; if(!lua_get_args(L, "o|s", l_Ship.GetFromLua(&idx), &s)) return 0; mounted_weapons_h mw; mw.signature = idx; idx = ship_get_by_signature(idx); if(idx < 0) return LUA_RETURN_NIL; if(s == NULL) { mw.subsys = NULL; return lua_set_args(L, "o", l_MountedWeapons.SetToLua(&mw)); } mw.subsys = ship_get_subsys(&Ships[idx], s); if(mw.subsys == NULL) return LUA_RETURN_FALSE; return lua_set_args(L, "o", l_MountedWeapons.SetToLua(&mw)); } LUA_FUNC(fetchAfterburnerFuel, l_Ship, "[Fuel amount]", "[New] fuel amount", "Returns ship fuel amount, or sets it if amount is specified") { int idx; float fuel = -1.0f; if(!lua_get_args(L, "o|f", l_Ship.GetFromLua(&idx), &fuel)) return 0; idx = ship_get_by_signature(idx); if(idx < 0) return LUA_RETURN_NIL; if(fuel >= 0.0f) Ships[idx].afterburner_fuel = fuel; return lua_set_args(L, "f", Ships[idx].afterburner_fuel); } LUA_FUNC(warpIn, l_Ship, NULL, NULL, "Warps ship in") { int idx; if(!lua_ship_get_idx(L, &idx)) return LUA_RETURN_NIL; shipfx_warpin_start(&Objects[Ships[idx].objnum]); return LUA_RETURN_NIL; } LUA_FUNC(warpOut, l_Ship, NULL, NULL, "Warps ship out") { int idx; if(!lua_ship_get_idx(L, &idx)) return LUA_RETURN_NIL; shipfx_warpout_start(&Objects[Ships[idx].objnum]); return LUA_RETURN_NIL; } //**********OBJECT: Player lua_obj l_Player("player", "Player object"); int player_helper(lua_State *L, int *idx) { if(!lua_get_args(L, "o", l_Player.GetFromLua(idx))) return 0; if(*idx < 0 || *idx > Player_num) return 0; return 1; } LUA_FUNC(getName, l_Player, NULL, "Player name (string)", "Gets current player name") { int idx; player_helper(L, &idx); return lua_set_args(L, "s", Players[idx].callsign); } LUA_FUNC(getImage, l_Player, NULL, "Player image (string)", "Gets current player image") { int idx; player_helper(L, &idx); return lua_set_args(L, "s", Players[idx].image_filename); } LUA_FUNC(getSquadronName, l_Player, NULL, "Squad name (string)", "Gets current player squad name") { int idx; player_helper(L, &idx); return lua_set_args(L, "s", Players[idx].squad_name); } //WMC - This isn't working /* LUA_FUNC(getSquadronImage, l_Player, NULL, "Squad image (string)", "Gets current player squad image") { int idx; player_helper(L, &idx); return lua_set_args(L, "s", Players[idx].squad_filename); }*/ LUA_FUNC(getCampaignName, l_Player, NULL, "Campaign name (string)", "Gets current player campaign") { int idx; player_helper(L, &idx); return lua_set_args(L, "s", Players[idx].current_campaign); } LUA_FUNC(getMainHall, l_Player, NULL, "Main hall number", "Gets player's main hall number") { int idx; player_helper(L, &idx); return lua_set_args(L, "i", (int)Players[idx].main_hall); } //**********LIBRARY: Base lua_lib l_Base("bs", "Base library"); LUA_FUNC(print, l_Base, "String", NULL, "Prints a string") { Error(LOCATION, "LUA: %s", lua_tostring(L, -1)); return LUA_RETURN_NIL; } LUA_FUNC(warning, l_Base, "String", NULL, "Displays a Freespace warning (debug build-only) message with the string provided") { Warning(LOCATION, "LUA ERROR: %s", lua_tostring(L, -1)); return LUA_RETURN_NIL; } LUA_FUNC(error, l_Base, "String", NULL, "Displays a Freespace error message with the string provided") { Error(LOCATION, "LUA ERROR: %s", lua_tostring(L, -1)); return LUA_RETURN_NIL; } LUA_FUNC(getFrametime, l_Base, "[Do not adjust for time compression (Boolean)]", "Frame time in seconds", "Gets how long this frame is calculated to take. Use it to for animations, physics, etc to make incremental changes.") { bool b=false; lua_get_args(L, "|b", &b); return lua_set_args(L, "f", b ? flRealframetime : flFrametime); } LUA_FUNC(getState, l_Base, "[Depth (number)]", "State (string)", "Gets current Freespace state; if a depth is specified, the state at that depth is returned. (IE at the in-game options game, a depth of 1 would give you the game state, while the function defaults to 0, which would be the options screen.") { int depth = 0; lua_get_args(L, "|i", &depth); return lua_set_args(L, "s", GS_state_text[gameseq_get_state(depth)]); } LUA_FUNC(setEvent, l_Base, "Event", "Whether a valid event name was given (boolean)", "Sets current game event. Note that you can crash Freespace 2 by setting a state at an improper time, so test extensively if you use it.") { char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; //WMC - I know it's not the best idea to check for state text //and then post using the event define, however, I figure //it's more modder-friendly than having them deal with //two separate lists. for(int i = 0; i < Num_gs_event_text; i++) { if(!stricmp(s, GS_event_text[i])) { gameseq_post_event(i); return lua_set_args(L, "b", true); } } return lua_set_args(L, "b", false); } LUA_FUNC(getEventTypeName, l_Base, "Index of event type (number)", "Event name (string)", "Gets the name of a event type, given an index; this function may be used to list all event dealt with by setEvent()") { int i; if(!lua_get_args(L, "i", &i)) return LUA_RETURN_NIL; //Lua->FS2 i--; if(i < 0 || i > Num_gs_state_text) return LUA_RETURN_NIL; return lua_set_args(L, "s", GS_event_text[i]); } LUA_FUNC(getNumEventTypes, l_Base, NULL, "Number of event types", "Gets the number of different event types currently implemented in FS2") { return lua_set_args(L, "i", Num_gs_event_text); } LUA_FUNC(getCurrentPlayer, l_Base, NULL, "Current player", "Gets the current player") { if(Player == NULL) return LUA_RETURN_NIL; int idx = Player - Players; return lua_set_args(L, "o", l_Player.SetToLua(&idx)); } LUA_FUNC(getPlayerByIndex, l_Base, "Player index", "Player object", "Gets the named player") { if(Player == NULL) return LUA_RETURN_NIL; int idx; if(!lua_get_args(L, "i", &idx)) return LUA_RETURN_NIL; //Lua->FS2 idx--; if(idx < 0 || idx > Player_num) return LUA_RETURN_NIL; return lua_set_args(L, "o", l_Player.SetToLua(&idx)); } LUA_FUNC(getNumPlayers, l_Base, NULL, "Number of players", "Gets the number of currently loaded players") { return lua_set_args(L, "i", Player_num); } //**********LIBRARY: Math lua_lib l_Math("ma", "Math library"); LUA_FUNC(getRandomNumber, l_Math, "[Smallest number], [Largest number]", "Random number", "Returns a random number; default is 0 to 1") { float min = 0.0f; float max = 1.0f; lua_get_args(L, "ff", &min, &max); if(max < min) return LUA_RETURN_NIL; return lua_set_args(L, "f", frand_range(min, max)); } //**********LIBRARY: Campaign lua_lib l_Campaign("cn", "Campaign Library"); LUA_FUNC(getName, l_Campaign, NULL, "Campaign name", "Gets campaign name") { return lua_set_args(L, "s", Campaign.name); } LUA_FUNC(getDescription, l_Campaign, NULL, "Campaign description or false if there is none", "Gets campaign description") { if(Campaign.desc != NULL) return lua_set_args(L, "s", Campaign.desc); else return LUA_RETURN_FALSE; } LUA_FUNC(getNumMissions, l_Campaign, NULL, "Number of missions", "Gets the number of missions in the campaign") { return lua_set_args(L, "i", Campaign.num_missions); } LUA_FUNC(getNumMissionsCompleted, l_Campaign, NULL, "Number of missions completed", "Gets the number of missions in the campaign that have been completed") { return lua_set_args(L, "i", Campaign.num_missions_completed); } LUA_FUNC(getNextMissionName, l_Campaign, NULL, "Mission name, or false if there is no next mission", "Gets the name of the next mission in the campaign") { if(Campaign.next_mission < 0) return LUA_RETURN_FALSE; return lua_set_args(L, "s", Campaign.missions[Campaign.next_mission].name); } LUA_FUNC(getNextMission, l_Campaign, NULL, "Cmission object, or false if there is no next mission", "Gets the next mission in the campaign") { if(Campaign.next_mission < 0) return LUA_RETURN_FALSE; return lua_set_args(L, "o", l_Cmission.SetToLua(&Campaign.next_mission)); } LUA_FUNC(getPrevMissionName, l_Campaign, NULL, "Mission name, or false if there is no next mission", "Gets the name of the next mission in the campaign") { if(Campaign.prev_mission < 0) return LUA_RETURN_FALSE; return lua_set_args(L, "s", Campaign.missions[Campaign.prev_mission].name); } LUA_FUNC(getPrevMission, l_Campaign, NULL, "Cmission object, or false if there is no next mission", "Gets the previous mission in the campaign") { if(Campaign.prev_mission < 0) return LUA_RETURN_FALSE; return lua_set_args(L, "o", l_Cmission.SetToLua(&Campaign.prev_mission)); } LUA_FUNC(getMissionByName, l_Campaign, "Mission name", "Cmission object, or false if mission does not exist", "Gets the specified mission from the campaign by its name") { char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; for(int idx = 0; idx < Campaign.num_missions; idx++) { if(!stricmp(Campaign.missions[idx].name, s)) return lua_set_args(L, "o", l_Cmission.SetToLua(&idx)); } return LUA_RETURN_FALSE; } LUA_FUNC(getMissionByIndex, l_Campaign, "Mission number (Zero-based index)", "Cmission object", "Gets the specified mission by its index in the campaign") { int idx; if(!lua_get_args(L, "i", &idx)) return LUA_RETURN_NIL; //Lua->FS2 idx--; if(idx < 0 || idx > Campaign.num_missions) return LUA_RETURN_NIL; return lua_set_args(L, "o", l_Cmission.SetToLua(&idx)); } //**********LIBRARY: Mission lua_lib l_Mission("mn", "Mission library"); //WMC - These are in freespace.cpp LUA_FUNC(loadMission, l_Mission, "Mission name", "True if mission was loaded, false otherwise", "Loads a mission") { char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; strncpy(Game_current_mission_filename, s, MAX_FILENAME_LEN-1); //NOW do the loading stuff game_stop_time(); get_mission_info(s, &The_mission); game_level_init(); if(mission_load(s) == -1) return LUA_RETURN_FALSE; game_post_level_init(); Game_mode |= GM_IN_MISSION; return LUA_RETURN_TRUE; } LUA_FUNC(simulateFrame, l_Mission, NULL, NULL, "Simulates mission frame") { game_update_missiontime(); game_simulation_frame(); return LUA_RETURN_TRUE; } LUA_FUNC(renderFrame, l_Mission, NULL, NULL, "Renders mission frame, but does not move anything") { vec3d eye_pos; matrix eye_orient; game_render_frame_setup(&eye_pos, &eye_orient); game_render_frame( &eye_pos, &eye_orient ); game_render_post_frame(); return LUA_RETURN_TRUE; } LUA_FUNC(getShip, l_Mission, "Ship name", "Ship object", "Gets ship object") { char *name; if(!lua_get_args(L, "s", &name)) return 0; int idx = ship_name_lookup(name); if(idx < 0) { return LUA_RETURN_NIL; } return lua_set_args(L, "o", l_Shipclass.SetToLua(&Objects[Ships[idx].objnum].signature)); } LUA_FUNC(getNumEscortShips, l_Mission, NULL, "Ship object", "Gets escort ship") { return lua_set_args(L, "i", hud_escort_num_ships_on_list()); } LUA_FUNC(getEscortShip, l_Mission, "Escort index", "Ship object", "Gets escort ship") { int idx; if(!lua_get_args(L, "i", &idx)) return 0; if(idx < 1) return LUA_RETURN_NIL; //Lua->FS2 idx--; idx = hud_escort_return_objnum(idx); if(idx < 0) return LUA_RETURN_NIL; return lua_set_args(L, "o", l_Ship.SetToLua(&Objects[idx].signature)); } //**********LIBRARY: Tables lua_lib l_Tables("tb", "Tables library"); LUA_FUNC(getNumShipClasses, l_Tables, NULL, "Number", "Gets number of ship classes") { if(!ships_inited) return lua_set_args(L, "i", 0); //No ships loaded...should be 0 return lua_set_args(L, "i", Num_ship_classes); } LUA_FUNC(getShipClassByIndex, l_Tables, "Class index", "Shipclass object", "Gets ship class by index") { if(!ships_inited) return LUA_RETURN_NIL; int idx; if(!lua_get_args(L, "i", &idx)) return 0; //Lua->FS2 idx--; if(idx < 0 || idx > Num_ship_classes) { return LUA_RETURN_NIL; } return lua_set_args(L, "o", l_Shipclass.SetToLua(&idx)); } LUA_FUNC(getShipClass, l_Tables, "Class name", "Shipclass object", "Gets ship class") { if(!ships_inited) return LUA_RETURN_NIL; char *name; if(!lua_get_args(L, "s", &name)) return 0; int idx = ship_info_lookup(name); if(idx < 0) { return LUA_RETURN_NIL; } return lua_set_args(L, "o", l_Shipclass.SetToLua(&idx)); } //**********LIBRARY: Keyboard /*lua_lib l_Keyboard("kb", "Keyboard library"); //WMC - For some reason, this always returns true LUA_FUNC(isKeyPressed, l_Keyboard, "Letter", "True if key is pressed, false if not", "Determines whether the given ASCII key is pressed. (If a string is given, only the first character is used)") { char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; char c = s[0]; if(c == key_to_ascii(key_inkey())) return LUA_RETURN_TRUE; else return LUA_RETURN_FALSE; }*/ //**********LIBRARY: Mouse lua_lib l_Mouse("ms", "Mouse library"); extern int mouse_inited; LUA_FUNC(getX, l_Mouse, "[Unscale]", "X pos (Number)", "Gets Mouse X pos") { if(!mouse_inited) return LUA_RETURN_NIL; int x; bool u = false; lua_get_args(L, "|b", &u); if(u) mouse_get_pos_unscaled(&x, NULL); else mouse_get_pos(&x, NULL); return lua_set_args(L, "i", x); } LUA_FUNC(getY, l_Mouse, "[Unscale]", "Y pos (Number)", "Gets Mouse Y pos") { if(!mouse_inited) return LUA_RETURN_NIL; int y; bool u = false; lua_get_args(L, "|b", &u); if(u) mouse_get_pos_unscaled(NULL, &y); else mouse_get_pos(NULL, &y); return lua_set_args(L, "i", y); } LUA_FUNC(isButtonDown, l_Mouse, "{Left, Right, or Middle}, [...], [...]", "Whether specified buttons are pressed (Boolean)", "Returns whether the specified mouse buttons are up or down") { if(!mouse_inited) return LUA_RETURN_NIL; char *sa[3] = {NULL, NULL, NULL}; lua_get_args(L, "s|ss", &sa[0], &sa[1], &sa[2]); //Like a snake! bool rtn = false; int check_flags = 0; for(int i = 0; i < 3; i++) { if(sa[i] == NULL) break; if(!stricmp(sa[i], "Left")) check_flags |= MOUSE_LEFT_BUTTON; else if(!stricmp(sa[i], "Middle")) check_flags |= MOUSE_MIDDLE_BUTTON; else if(!stricmp(sa[i], "Right")) check_flags |= MOUSE_RIGHT_BUTTON; } if(mouse_down(check_flags)) rtn = true; return lua_set_args(L, "b", rtn); } LUA_FUNC(setCursorImage, l_Mouse, "Image filename w/o extension, [Lock,Unlock]", "Y pos (Number)", "Sets mouse cursor image, and allows you to lock/unlock the image. (A locked cursor may only be changed with the unlock parameter)") { if(!mouse_inited || !Gr_inited) return LUA_RETURN_NIL; char *s = NULL; char *u = NULL; if(!lua_get_args(L, "s|s", &s, &u)) return LUA_RETURN_NIL; int ul = 0; if(u != NULL) { if(!stricmp("Lock", u)) ul = GR_CURSOR_LOCK; else if(!stricmp("Unlock", u)) ul = GR_CURSOR_UNLOCK; } gr_set_cursor_bitmap(bm_load(s), ul); return LUA_RETURN_NIL; } LUA_FUNC(setMouseHidden, l_Mouse, "True to hide mouse, false to show it", NULL, "Shows or hides mouse cursor") { if(!mouse_inited) return LUA_RETURN_NIL; bool b = false; lua_get_args(L, "b", &b); if(b) Mouse_hidden = 1; else Mouse_hidden = 0; return LUA_RETURN_NIL; } //**********LIBRARY: Graphics lua_lib l_Graphics("gr", "Graphics Library"); LUA_FUNC(getScreenWidth, l_Graphics, NULL, "Width in pixels (Number)", "Gets screen width") { if(!Gr_inited) return LUA_RETURN_NIL; return lua_set_args(L, "i", gr_screen.max_w); } LUA_FUNC(getScreenHeight, l_Graphics, NULL, "Height in pixels (Number)", "Gets screen height") { if(!Gr_inited) return LUA_RETURN_NIL; return lua_set_args(L, "i", gr_screen.max_h); } LUA_FUNC(drawText, l_Graphics, "String, x, y, [Resize]", NULL, "Draws a string") { if(!Gr_inited) return LUA_RETURN_NIL; int x,y; char *s; bool r=true; if(!lua_get_args(L, "sii|b", &s, &x, &y, &r)) return LUA_RETURN_NIL; gr_string(x,y,s,r); return LUA_RETURN_NIL; } LUA_FUNC(getTextWidth, l_Graphics, "Text to get width of", "Text width", "Gets text width") { if(!Gr_inited) return LUA_RETURN_NIL; char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; int w; gr_get_string_size(&w, NULL, s); return lua_set_args(L, "i", w); } LUA_FUNC(getTextHeight, l_Graphics, NULL, "Text height", "Gets current font's height") { if(!Gr_inited) return LUA_RETURN_NIL; return lua_set_args(L, "i", gr_get_font_height()); } LUA_FUNC(setColor, l_Graphics, "Red, Green, Blue, [alpha]", NULL, "Sets 2D drawing color") { if(!Gr_inited) return LUA_RETURN_NIL; int r,g,b,a=255; if(!lua_get_args(L, "iii|i", &r, &g, &b, &a)) return LUA_RETURN_NIL; color ac; gr_init_alphacolor(&ac,r,g,b,a); gr_set_color_fast(&ac); return 0; } LUA_FUNC(setFont, l_Graphics, "Font index", NULL, "Sets current font") { if(!Gr_inited) return LUA_RETURN_NIL; int fn; if(!lua_get_args(L, "i", &fn)) return LUA_RETURN_NIL; //Lua->FS2 fn--; gr_set_font(fn); return 0; } LUA_FUNC(drawPixel, l_Graphics, "x, y, [Resize]", NULL, "Sets pixel to current color") { if(!Gr_inited) return LUA_RETURN_NIL; int x,y; bool r=true; if(!lua_get_args(L, "ii|b", &x, &y, &r)) return LUA_RETURN_NIL; gr_pixel(x,y,r); return LUA_RETURN_NIL; } LUA_FUNC(drawLine, l_Graphics, "x1, y1, x2, y2, [Resize]", NULL, "Draws a line with the current color") { if(!Gr_inited) return LUA_RETURN_NIL; int x1,y1,x2,y2; bool r=true; if(!lua_get_args(L, "iiii|b", &x1, &y1, &x2, &y2, &r)) return LUA_RETURN_NIL; gr_line(x1,y1,x2,y2,r); return LUA_RETURN_NIL; } LUA_FUNC(drawRectangle, l_Graphics, "x1, y1, x2, y2, [Filled], [Resize]", NULL, "Draws a rectangle with the current color; default is filled") { if(!Gr_inited) return LUA_RETURN_NIL; int x1,y1,x2,y2; bool f=true; bool r=true; if(!lua_get_args(L, "iiii|bb", &x1, &y1, &x2, &y2, &f, &r)) return LUA_RETURN_NIL; if(f) { gr_rect(x1, y1, x2-x1, y2-y1, r); } else { gr_line(x1,y1,x2,y1,r); //Top gr_line(x1,y2,x2,y2,r); //Bottom gr_line(x1,y1,x1,y2,r); //Left gr_line(x2,y1,x2,y2,r); //Right } return LUA_RETURN_NIL; } LUA_FUNC(drawGradientLine, l_Graphics, "x1, y1, x2, y2, [Resize]", NULL, "Draws a line that steadily fades out") { if(!Gr_inited) return 0; int x1,y1,x2,y2; bool r=true; if(!lua_get_args(L, "iiii|b", &x1, &y1, &x2, &y2, &r)) return LUA_RETURN_NIL; gr_gradient(x1,y1,x2,y2,r); return LUA_RETURN_NIL; } LUA_FUNC(drawCircle, l_Graphics, "x, y, Radius, [Resize]", NULL, "Draws a circle") { if(!Gr_inited) return LUA_RETURN_NIL; int x,y,ra; bool r=true; if(!lua_get_args(L, "iii|b", &x,&y,&ra,&r)) return LUA_RETURN_NIL; gr_circle(x,y, ra, r); return LUA_RETURN_NIL; } LUA_FUNC(drawCurve, l_Graphics, "x, y, Radius, Direction", NULL, "Draws a curve") { if(!Gr_inited) return LUA_RETURN_NIL; int x,y,ra,d; if(!lua_get_args(L, "iiii|b", &x,&y,&ra,&d)) return LUA_RETURN_NIL; gr_curve(x,y,ra,d); return LUA_RETURN_NIL; } LUA_FUNC(drawMonochromeImage, l_Graphics, "Image name, x, y, [Width to show], [Height to show], [X start], [Y start], [Resize], [Mirror]", "Whether image was drawn", "Draws a monochrome image using the current color") { if(!Gr_inited) return LUA_RETURN_NIL; int x,y; int rw,rh; char *s; int w=0; int h=0; int sx=0; int sy=0; bool r = true; bool m = false; if(!lua_get_args(L, "sii|iiiibb", &s,&x,&y,&w,&h,&sx,&sy,&r,&m)) return LUA_RETURN_NIL; int idx = bm_load(s); if(idx < 0) return lua_set_args(L, "b", false); bm_get_info(idx, &rw, &rh); if(w==0) w = rw; if(h==0) h = rw; if(sx < 0) sx = rw + sx; if(sy < 0) sy = rh + sy; gr_set_bitmap(idx); gr_aabitmap_ex(x, y, w, h, sx, sy, r, m); return lua_set_args(L, "b", true); } LUA_FUNC(drawImage, l_Graphics, "Image name, x, y, [Resize]", "Whether image was drawn", "Draws an image") { if(!Gr_inited) return LUA_RETURN_NIL; char *s; int x,y; bool r = true; if(!lua_get_args(L, "sii|b", &s,&x,&y,&r)) return LUA_RETURN_NIL; int idx = bm_load(s); if(idx < 0) return lua_set_args(L, "b", false); gr_set_bitmap(idx); gr_bitmap(x, y, r); return lua_set_args(L, "b", true); } LUA_FUNC(getImageWidth, l_Graphics, "Image name, [Resize]", "Image width", "Gets image width") { char *s; bool b = true; if(!lua_get_args(L, "s|b", &s, &b)) return LUA_RETURN_NIL; int w; int idx = bm_load(s); if(idx < 0) return LUA_RETURN_NIL; bm_get_info(idx, &w); return lua_set_args(L, "i", w); } LUA_FUNC(getImageHeight, l_Graphics, "Image name, [Resize]", "Image height", "Gets image height") { char *s; bool b = true; if(!lua_get_args(L, "s|b", &s, &b)) return LUA_RETURN_NIL; int h; int idx = bm_load(s); if(idx < 0) return LUA_RETURN_NIL; bm_get_info(idx, NULL, &h); return lua_set_args(L, "i", h); } LUA_FUNC(flashScreen, l_Graphics, "Red, Green, Blue", NULL, "Flashes the screen") { if(!Gr_inited) return LUA_RETURN_NIL; int r,g,b; if(!lua_get_args(L, "iii", &r, &g, &b)) return LUA_RETURN_NIL; gr_flash(r,g,b); return LUA_RETURN_NIL; } //**********LIBRARY: Sound lua_lib l_SoundLib("sd", "Sound Library"); LUA_FUNC(playGameSound, l_SoundLib, "Sound filename, [Panning (-1.0 left to 1.0 right)], [Volume %], [Priority 0-3] [Voice Message?]", "True if sound was played, false if not (Replaced with a sound instance object in the future)", "Plays a sound from #Game Sounds in sounds.tbl. A priority of 0 indicates that the song must play; 1-3 will specify the maximum number of that sound that can be played") { char *s; float pan=0.0f; float vol=100.0f; int pri=0; bool voice_msg = false; if(!lua_get_args(L, "s|ffib", &s, &pan, &vol, &pri, &voice_msg)) return LUA_RETURN_NIL; int idx = gamesnd_get_by_name(s); if(idx < 0) return LUA_RETURN_FALSE; if(pri < 0 || pri > 3) pri = 0; if(pan < -1.0f) pan = -1.0f; if(pan > 1.0f) pan = 1.0f; if(vol < 0.0f) vol = 0.0f; if(vol > 100.0f) vol = 100.0f; idx = snd_play(&Snds[idx], pan, vol*0.01f, pri, voice_msg); return lua_set_args(L, "b", idx > -1); } LUA_FUNC(playInterfaceSound, l_SoundLib, "Sound filename", "True if sound was played, false if not", "Plays a sound from #Interface Sounds in sounds.tbl") { char *s; if(!lua_get_args(L, "s", &s)) return LUA_RETURN_NIL; int idx; for(idx = 0; idx < Num_iface_sounds; idx++) { if(!stricmp(Snds_iface[idx].filename, s)) break; } if(idx == Num_iface_sounds) return LUA_RETURN_FALSE; gamesnd_play_iface(idx); return lua_set_args(L, "b", idx > -1); } //*************************Libraries************************* /* // **********LIBRARY: Base // *****CLASS: (l)vec SCRIPT_LUA_CALLBACK lua_fs2_lvec(lua_State *L) { vec3d v3 = vmd_zero_vector; lua_get_args(L, "|fff", &v3.xyz.x, &v3.xyz.y, &v3.xyz.z); return lua_set_args(L, "o", l_lvec.SetToLua(&v3)); } SCRIPT_LUA_CALLBACK lua_fs2_vec__addition(lua_State *L) { vec3d v3a, v3b, v3r; if(!lua_get_args(L, "oo", l_lvec.GetFromLua(&v3a), l_lvec.GetFromLua(&v3b))) return 0; vm_vec_add(&v3r, &v3a, &v3b); return lua_set_args(L, "o", l_lvec.SetToLua(&v3r)); } SCRIPT_LUA_CALLBACK lua_fs2_vec__subtraction(lua_State *L) { vec3d v3a, v3b, v3r; if(!lua_get_args(L, "oo", l_lvec.GetFromLua(&v3a), l_lvec.GetFromLua(&v3b))) return 0; vm_vec_sub(&v3r, &v3a, &v3b); return lua_set_args(L, "o", l_lvec.SetToLua(&v3r)); } SCRIPT_LUA_CALLBACK lua_fs2_vec__multiplication(lua_State *L) { vec3d v3a, v3b, v3r; float f; if(lua_get_args(L, "of", l_lvec.GetFromLua(&v3a), &f)) { vm_vec_copy_scale(&v3r, &v3a, f); return lua_set_args(L, "o", l_lvec.SetToLua(&v3r)); } else if(lua_get_args(L, "oo", l_lvec.GetFromLua(&v3a), l_lvec.GetFromLua(&v3b))) { v3r.xyz.x = v3a.xyz.x * v3b.xyz.x; v3r.xyz.y = v3a.xyz.y * v3b.xyz.y; v3r.xyz.z = v3a.xyz.z * v3b.xyz.z; return lua_set_args(L, "o", l_lvec.SetToLua(&v3r)); } //Neither is valid... return LUA_RETURN_NIL; } SCRIPT_LUA_CALLBACK lua_fs2_vec__tostring(lua_State *L) { vec3d v3p; if(!lua_get_args(L, "o", l_lvec.GetFromLua(&v3p))) return 0; char buf[32]; sprintf(buf, "(%f, %f, %f)", v3p.xyz.x, v3p.xyz.y, v3p.xyz.z); return lua_set_args(L, "s", buf); } SCRIPT_LUA_CALLBACK lua_fs2_vec__index(lua_State *L) { vec3d v3p; int idx=0; if(!lua_get_args(L, "o|i", l_lvec.GetFromLua(&v3p), &idx)) return 0; if(idx < 0 || idx > 2) { return 0; } return lua_set_args(L, "f", v3p.a1d[idx]); } SCRIPT_LUA_CALLBACK lua_fs2_vec_print(lua_State *L) { vec3d v3p; int idx=0; if(!lua_get_args(L, "o|i", l_lvec.GetFromLua(&v3p), &idx)) return 0; if(idx < 0 || idx > 2) { return 0; } //Error(LOCATION, "%f %f %f", v3p.xyz.x, v3p.xyz.y, v3p.xyz.z); return 0; } static const script_lua_obj_func_list lua_fs2_lvec_funcs[] = { {LUA_OPER_ADDITION, lua_fs2_vec__addition, "Adds two vectors"}, {LUA_OPER_SUBTRACTION, lua_fs2_vec__subtraction, "Subtracts one vector from another"}, {LUA_OPER_MULTIPLICATION, lua_fs2_vec__multiplication, "Multiplies two vectors, or a vector times a number"}, {LUA_OPER_TOSTRING, lua_fs2_vec__tostring, "Converts vector to string"}, {"print", lua_fs2_vec_print, "Prints a vector"}, //{LUA_OPER_INDEX, lua_fs2_vec__index, "Returns index into vector"}, {SCRIPT_END_LIST}, }; // *****CLASS: wvec SCRIPT_LUA_CALLBACK lua_fs2_wvec(lua_State *L) { vec3d v3 = vmd_zero_vector; lua_get_args(L, "|fff", &v3.xyz.x, &v3.xyz.y, &v3.xyz.z); vec3d v3p; v3p.xyz.x = v3.xyz.x; v3p.xyz.y = v3.xyz.y; v3p.xyz.z = v3.xyz.z; return lua_set_args(L, "o", l_wvec.SetToLua(&v3p)); } static const script_lua_obj_func_list lua_fs2_wvec_funcs[] = { {LUA_OPER_ADDITION, lua_fs2_vec__addition, "Adds two vectors"}, {LUA_OPER_SUBTRACTION, lua_fs2_vec__subtraction, "Subtracts one vector from another"}, {LUA_OPER_MULTIPLICATION, lua_fs2_vec__multiplication, "Multiplies two vectors, or a vector times a number"}, {LUA_OPER_TOSTRING, lua_fs2_vec__tostring, "Converts vector to string"}, //{LUA_OPER_INDEX, lua_fs2_vec__index, "Returns index into vector"}, {SCRIPT_END_LIST}, }; // *****LIBRARY CLASSES static const script_lua_obj_list lua_base_lib_obj[] = { {l_lvec.GetName(), lua_fs2_lvec_funcs, "Local vector"}, {l_wvec.GetName(), lua_fs2_wvec_funcs, "World vector"}, {SCRIPT_END_LIST}, }; // *****LIBRARY FUNCTIONS SCRIPT_LUA_CALLBACK lua_fs2_print(lua_State *L) { Error(LOCATION, "LUA: %s", lua_tostring(L, -1)); return 0; } SCRIPT_LUA_CALLBACK lua_fs2_error(lua_State *L) { Error(LOCATION, "LUA ERROR: %s", lua_tostring(L, -1)); return 0; } SCRIPT_LUA_CALLBACK lua_fs2_getState(lua_State *L) { int depth = 0; lua_get_args(L, "|i", &depth); return lua_set_args(L, "s", GS_state_text[gameseq_get_state(depth)]); } static const script_lua_func_list lua_base_lib[] = { {"lvec", lua_fs2_lvec, "Creates a new local vector: (x, y, z)"}, {"wvec", lua_fs2_wvec, "Creates a new world vector: (x, y, z)"}, {"print", lua_fs2_print, "Displays output"}, {"error", lua_fs2_error, "Causes an error"}, {"getState", lua_fs2_getState, "Returns the current FS2 state string"}, {SCRIPT_END_LIST}, }; // **********LIBRARY: Mission (msn) SCRIPT_LUA_CALLBACK lua_msn_getShipInfo(lua_State *L) { char *ship_name = NULL; if(!lua_get_args(L, "s", &ship_name)) return 0; int idx = ship_info_lookup(ship_name); if(idx < 0) return 0; ship_info *sip = &Ship_info[idx]; return lua_set_args(L, "o", l_ship_info.SetToLua(&sip)); } SCRIPT_LUA_CALLBACK lua_msn_ShipInfo_print(lua_State *L) { ship_info *sip; if(!lua_get_args(L, "o", l_ship_info.GetFromLua(&sip))) return 0; //Error(LOCATION, "%s", sip->name); return 0; } SCRIPT_LUA_CALLBACK lua_msn_newShip(lua_State *L) { char *ship_name = NULL; char *class_name = NULL; vec3d pos; angles ang = {0,0,0}; if(!lua_get_args(L, "ssfff|fff", &ship_name, &class_name, &pos.xyz.x, &pos.xyz.y, &pos.xyz.z, &ang.p, &ang.b, &ang.h)) return 0; //New matrix matrix ori = IDENTITY_MATRIX; vm_angles_2_matrix(&ori, &ang); //Find the class index int si_idx = ship_info_lookup(class_name); if(si_idx < 0) { //couldn't find it return LUA_RETURN_NIL; } //Create the ship int s_idx = ship_create(&ori, &pos, si_idx, ship_name); //Make the lua ship object, if the ship was created if(s_idx > -1) { //Make the lua ship object and set the ptr to NULL ship *shipp = &Ships[s_idx]; return lua_set_args(L, "o", l_ship.SetToLua(&shipp)); } return LUA_RETURN_NIL; } SCRIPT_LUA_CALLBACK lua_msn_ship_setSpeed(lua_State *L) { ship *shipp = NULL; vec3d vel; if(!lua_get_args(L, "offf", l_ship.GetFromLua(&shipp), &vel.xyz.x, &vel.xyz.y, &vel.xyz.z)) return LUA_RETURN_NIL; //Set the speed Objects[shipp->objnum].phys_info.vel = vel; //We're done! return LUA_RETURN_NIL; } SCRIPT_LUA_CALLBACK lua_msn_ship_setName(lua_State *L) { ship *shipp = NULL; char *name = NULL; if(!lua_get_args(L, "os", l_ship.GetFromLua(&shipp), &name)) return LUA_RETURN_NIL; //Set the name if(strlen(name)) { strcpy(shipp->ship_name, name); } else { sprintf(shipp->ship_name, "Ship %d", SHIP_INDEX(shipp)); } //We're done! return LUA_RETURN_NIL; } SCRIPT_LUA_CALLBACK lua_msn_ship_getTarget(lua_State *L) { ship *shipp = NULL; if(!lua_get_args(L, "o", l_ship.GetFromLua(&shipp))) return 0; if(shipp->ai_index != -1) { ai_info *aip= &Ai_info[shipp->ai_index]; if(aip->target_objnum && Objects[aip->target_objnum].type == OBJ_SHIP) { ship *tshipp = &Ships[Objects[aip->target_objnum].instance]; return lua_set_args(L, "o", l_ship.SetToLua(&tshipp)); } } //We're done! return 0; } static const script_lua_obj_func_list lua_msn_shipinfo_funcs[] = { {"print",lua_msn_ShipInfo_print, "Prints ship name"}, {SCRIPT_END_LIST}, }; static const script_lua_obj_func_list lua_msn_ship_funcs[] = { {"setSpeed", lua_msn_ship_setSpeed, "Sets ship speed: (x speed, y speed, z speed)"}, {"setName", lua_msn_ship_setName, "Changes ship name: (new name)"}, {"getTarget", lua_msn_ship_getTarget, "Returns handle to ship's targetted ship"}, {SCRIPT_END_LIST}, }; //LIBRARY define static const script_lua_obj_list lua_msn_lib_obj[] = { {l_ship.GetName(), lua_msn_ship_funcs, "Ship handle"}, {l_ship_info.GetName(), lua_msn_shipinfo_funcs, "Ship info handle"}, {SCRIPT_END_LIST}, }; static const script_lua_func_list lua_msn_lib[] = { {"newShip", lua_msn_newShip, "Creates a new ship and returns a handle to it: (ship name, class name, x pos, y pos, z pos; x rot, y rot, z rot)"}, {"getShipInfo", lua_msn_getShipInfo, "Gets ship info object"}, {SCRIPT_END_LIST}, }; // **********LIBRARY: Graphics (grl) // *****Class: model SCRIPT_LUA_CALLBACK lua_grpc_model_getFilename(lua_State *L) { polymodel *pm; if(!lua_get_args(L, "o", l_model.GetFromLua(&pm))) return 0; return lua_set_args(L, "s", pm->filename); } SCRIPT_LUA_CALLBACK lua_grpc_model_getnumEyepoints(lua_State *L) { polymodel *pm; if(!lua_get_args(L, "o", l_model.GetFromLua(&pm))) return 0; return lua_set_args(L, "s", pm->filename); } SCRIPT_LUA_CALLBACK lua_grpc_model_getEyepointPos(lua_State *L) { polymodel *pm; int idx; if(!lua_get_args(L, "oi", l_model.GetFromLua(&pm), &idx)) return 0; if(idx > -1 && idx < pm->n_view_positions) { return lua_set_args(L, "o", l_lvec.SetToLua(&pm->view_positions[idx].pnt)); } return LUA_RETURN_NIL; } static const script_lua_obj_func_list lua_grpc_model_funcs[] = { {"getFilename", lua_grpc_model_getFilename, "Gets the model's filename", NULL,"string"}, {"getnumEyepoints", lua_grpc_model_getnumEyepoints, "Gets number of eyepoints on ship", NULL,"number"}, {"getEyepointPos", lua_grpc_model_getEyepointPos, "Gets selected eye position", "number","lvec"}, {SCRIPT_END_LIST}, }; // *****Functions: Graphics library SCRIPT_LUA_CALLBACK lua_grpc_loadModel(lua_State *L) { char *model_name; if(!lua_get_args(L, "s", &model_name)) return 0; int idx = model_load(model_name, 0, NULL, 0); if(idx != -1) { polymodel *pm = model_get(idx); if(pm != NULL) { return lua_set_args(L, "o", l_model.SetToLua(&pm)); } } return LUA_RETURN_NIL; } SCRIPT_LUA_CALLBACK lua_grpc_setColor(lua_State *L) { if(!Gr_inited) return 0; int r,g,b,a=255; if(!lua_get_args(L, "iii|i", &r, &g, &b, &a)) return 0; color ac; gr_init_alphacolor(&ac,r,g,b,a); gr_set_color_fast(&ac); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_setFont(lua_State *L) { if(!Gr_inited) return 0; int fn; if(!lua_get_args(L, "i", &fn)) return 0; gr_set_font(fn); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawPixel(lua_State *L) { if(!Gr_inited) return 0; int x,y; bool r=true; if(!lua_get_args(L, "ii|b", &x, &y, &r)) return 0; gr_pixel(x,y,r); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawLine(lua_State *L) { if(!Gr_inited) return 0; int x1,y1,x2,y2; bool r=true; if(!lua_get_args(L, "iiii|b", &x1, &y1, &x2, &y2, &r)) return 0; gr_line(x1,y1,x2,y2,r); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawGradientLine(lua_State *L) { if(!Gr_inited) return 0; int x1,y1,x2,y2; bool r=true; if(!lua_get_args(L, "iiii|b", &x1, &y1, &x2, &y2, &r)) return 0; gr_gradient(x1,y1,x2,y2,r); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawCircle(lua_State *L) { if(!Gr_inited) return 0; int x,y,ra; bool r=true; if(!lua_get_args(L, "iii|b", &x,&y,&ra,&r)) return 0; gr_circle(x,y, ra, r); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawCurve(lua_State *L) { if(!Gr_inited) return 0; int x,y,ra,d; if(!lua_get_args(L, "iiii|b", &x,&y,&ra,&d)) return 0; gr_curve(x,y,ra,d); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_drawText(lua_State *L) { if(!Gr_inited) return 0; int x,y; char *s; bool r=true; if(!lua_get_args(L, "iis|b", &x, &y, &s, &r)) return 0; gr_string(x,y,s,r); return 0; } SCRIPT_LUA_CALLBACK lua_grpc_flashScreen(lua_State *L) { if(!Gr_inited) return 0; int r,g,b; if(!lua_get_args(L, "iii", &r, &g, &b)) return 0; gr_flash(r,g,b); return 0; } //LIBRARY define static const script_lua_func_list lua_grpc_lib[] = { {"loadModel", lua_grpc_loadModel, "Loads the given model and returns a handle to it", "string","model"}, {"setColor", lua_grpc_setColor, "Sets the current drawing color: (red, green, blue; alpha)"}, {"setFont", lua_grpc_setFont, "Sets the current drawing font: (font number)"}, {"drawPixel", lua_grpc_drawPixel, "Draws a pixel using the current color: (x, y; resize)"}, {"drawLine", lua_grpc_drawLine, "Draws a line using the current color: (x1, y1, x2, y2; resize)"}, {"drawGradientLine", lua_grpc_drawGradientLine, "Draws a line using the current color that gradually fades out: (x1, y1, x2, y2; resize)"}, {"drawCircle", lua_grpc_drawCircle, "Draws a circle using the current color: (x,y,radius; resize)"}, {"drawCurve", lua_grpc_drawCurve, "Draws a curve using the current color: (x,y,radius,direction)"}, {"drawText", lua_grpc_drawText, "Draws text using the current font and color: (x, y, text; resize)"}, {"flashScreen", lua_grpc_flashScreen, "Flashes the screen with the specified color: (red,green,blue)"}, {SCRIPT_END_LIST}, }; static const script_lua_obj_list lua_grpc_lib_obj[] = { {l_model.GetName(), lua_grpc_model_funcs, "Model"}, {SCRIPT_END_LIST}, }; // **********LIBRARY Array //Add an item in here to add an item to scripting. //Elements: {library name, library function list, library object list} const script_lua_lib_list Lua_libraries[] = { {"grpc", lua_grpc_lib, lua_grpc_lib_obj, "Graphics library"}, {"misn", lua_msn_lib, lua_msn_lib_obj, "Mission library"}, {NULL, lua_base_lib, lua_base_lib_obj, "Base FS2 library"}, {SCRIPT_END_LIST}, }; */ #endif //USE_LUA // *************************Housekeeping************************* //Inits LUA //Note that "libraries" must end with a {NULL, NULL} //element int script_state::CreateLuaState() { #ifdef USE_LUA lua_State *L = lua_open(); /* opens Lua */ luaopen_base(L); /* opens the basic library */ luaopen_table(L); /* opens the table library */ //LUAJIT hates io :( luaopen_io(L); /* opens the I/O library */ luaopen_string(L); /* opens the string lib. */ luaopen_math(L); /* opens the math lib. */ if(L == NULL) { Warning(LOCATION, "Could not initialize Lua"); return 0; } lua_lib_h *lib = &lua_Libraries[0]; lua_lib_h *lib_end = &lua_Libraries[lua_Libraries.size()]; lua_lib_h *obj = &lua_Objects[0]; lua_lib_h *obj_end = &lua_Objects[lua_Objects.size()]; lua_lib_h *libobj = NULL; lua_func_hh *func; lua_func_hh *func_end; int i; //used later //CHECK FOR BAD THINGS #ifndef NDEBUG lua_func_hh *ofunc; //Like libraries/objects with identical names mprintf(("LUA: Performing object/library name validity check")); for(; lib < lib_end; lib++) { for(; obj < obj_end; obj++) { if(!stricmp(lib->Name, obj->Name)) Error(LOCATION, "Lua library '%s' and object '%s' have the same name. Get a coder.", lib->Name, obj->Name); } } //Do double-object check for(; obj < obj_end; obj++) { libobj = obj; for(; libobj < obj_end; libobj++) { if(!stricmp(obj->Name, libobj->Name)) Error(LOCATION, "Lua object '%s' and object '%s' have the same name. Get a coder.", obj->Name, libobj->Name); } //Check for duplicate functions within objects func = &obj->Functions[0]; func_end = &obj->Functions[obj->Functions.size()]; for(; func < func_end; func++) { ofunc = func; for(; ofunc < func_end; ofunc++) { if(!stricmp(func->Name, ofunc->Name)) Error(LOCATION, "Function '%s' and function '%s' have the same name within object '%s'. Get a coder.", func->Name, ofunc->Name, obj->Name); } } } //Do lib-on-lib check for(; lib < lib_end; lib++) { libobj = lib; for(; libobj < lib_end; libobj++) { if(!stricmp(lib->Name, libobj->Name)) Error(LOCATION, "Lua library '%s' and library '%s' have the same name. Get a coder.", lib->Name, libobj->Name); } //Check for duplicate functions within libs func = &lib->Functions[0]; func_end = &lib->Functions[lib->Functions.size()]; for(; func < func_end; func++) { ofunc = func; for(; ofunc < func_end; ofunc++) { if(!stricmp(func->Name, ofunc->Name)) Error(LOCATION, "Function '%s' and function '%s' have the same name within library '%s'. Get a coder.", func->Name, ofunc->Name, lib->Name); } } } #endif //INITIALIZE ALL LIBRARY FUNCTIONS mprintf(("LUA: Initializing library functions")); lib = &lua_Libraries[0]; lib_end = &lua_Libraries[lua_Libraries.size()]; for(; lib < lib_end; lib++) { //If a library name is given, register functions as library items //If not, register functions as globals if(lib->Name != NULL && strlen(lib->Name)) { //Register library functions //luaL_register(L, lib->library_name, lib->library_funcs); //luaL_openlib(L, lib->library_name, lib->library_funcs, 0); //NOTE FROM WMC: //The following is based on luaL_openlib from lauxlib.c //The default library can't be used because my custom script //function array features a field for function description //Check for the library's existence lua_pushstring(L, lib->Name); lua_gettable(L, LUA_GLOBALSINDEX); //If it doesn't exist... if (lua_isnil(L, -1)) { lua_pop(L, 1); //Pop the nil resultfrom the stack lua_newtable(L); //Create a new table lua_pushstring(L, lib->Name); //Add a string to the stack lua_pushvalue(L, -2); //Push the table lua_settable(L, LUA_GLOBALSINDEX); //Register the table with the new name } func = &lib->Functions[0]; func_end = &lib->Functions[lib->Functions.size()]; for(; func < func_end; func++) { //Add each function lua_pushstring(L, func->Name); //Push the function's name onto the stack lua_pushcclosure(L, func->Function, 0); //Push the function pointer onto the stack lua_settable(L, -3); //Add it into the current lib table } } else { //Iterate through the function list func = &lib->Functions[0]; func_end = &lib->Functions[lib->Functions.size()]; for(; func < func_end; func++) { //Sanity checking Assert(func->Name != NULL && strlen(func->Name)); Assert(func->Function != NULL); //Register the function with the name given as a global lua_register(L, func->Name, func->Function); } } //Handle objects and their methods in a library } lib = &lua_Objects[0]; lib_end = &lua_Objects[lua_Objects.size()]; for(; lib < lib_end; lib++) { if(!luaL_newmetatable(L, lib->Name)) { Warning(LOCATION, "Couldn't create metatable for object '%s'", lib->Name); continue; } //Get the absolute position of the object metatable for later use int table_loc = lua_gettop(L); //***Add the functions into the metatables //Because both the [] operator and function list share the "__index" //entry in the metatable, we must check for both and give an error //to be safe bool index_oper_already = false; bool index_meth_already = false; func = &lib->Functions[0]; func_end = &lib->Functions[lib->Functions.size()]; //WMC - This is a bit odd. Basically, to handle derivatives, I have a double-loop set up. for(i = 0; i < 2; i++) { for(; func < func_end; func++) { //WMC - First, do normal functions if(!strnicmp(func->Name, "__", 2)) { if(!stricmp(func->Name, "__index")) { if(!index_meth_already){ index_oper_already = true; } else { Error(LOCATION, "Attempt to set both an indexing operator and methods for Lua class '%s'; get a coder", lib->Name); } } lua_pushstring(L, func->Name); lua_pushcclosure(L, func->Function, 0); lua_settable(L, table_loc); } else //This is an object method { if(index_oper_already) { Error(LOCATION, "Attempt to set both an indexing operator and methods for Lua class '%s'; get a coder", lib->Name); } if(!index_meth_already) { //Create the metatable lua_pushstring(L, "__index"); lua_pushvalue(L, table_loc); // pushes the metatable lua_settable(L, table_loc); // metatable.__index = metatable index_meth_already = true; } lua_pushstring(L, func->Name); lua_pushcclosure(L, func->Function, 0); lua_settable(L, -3); } } //WMC - Now set function pointers to the derivator (source class). And loop! //If there is no derivator, set them both to NULL to kill the loop like they did with Old Yeller if(lib->Derivator > -1) { func = &lua_Objects[lib->Derivator].Functions[0]; func_end = &lua_Objects[lib->Derivator].Functions[lua_Objects[lib->Derivator].Functions.size()]; } else { //Die Old Yeller, die! //func = func_end = NULL; //Damn, I can just do it this way. break; } } } SetLuaSession(L); return 1; #else return 0; #endif } #ifdef USE_LUA void output_lib_meta(FILE *fp, lua_lib_h *lib, lua_lib_h *lib_deriv) { lua_func_hh *func, *func_end; fputs("
", fp); for(int i = 0; i < 2; i++) { func = &lib->Functions[0]; func_end = &lib->Functions[lib->Functions.size()]; for(; func < func_end; func++) { if(func->Arguments != NULL) { fprintf(fp, "
%s(%s)
", func->Name, func->Arguments); } else { fprintf(fp, "
%s()
", func->Name); } if(func->Description != NULL) { fprintf(fp, "
%s
", func->Description); } else { fputs("
No description
", fp); } if(func->ReturnValues != NULL) { fprintf(fp, "
Return values: %s
", func->ReturnValues); } else { fputs("
Return values: None
", fp); } } if(lib_deriv == NULL) break; lib = lib_deriv; } fputs("
", fp); } #endif void script_state::OutputLuaMeta(FILE *fp) { #ifdef USE_LUA //***Output Libraries fputs("
", fp); fputs("
Libraries
", fp); lua_lib_h *lib = &lua_Libraries[0]; lua_lib_h *lib_end = &lua_Libraries[lua_Libraries.size()]; for(; lib < lib_end; lib++) { fprintf(fp, "
%s - %s
", lib->Name, lib->Name, lib->Description); } //***Output objects lib = &lua_Objects[0]; lib_end = &lua_Objects[lua_Objects.size()]; fputs("
Objects
", fp); for(; lib < lib_end; lib++) { fprintf(fp, "
%s - %s
", lib->Name, lib->Name, lib->Description); } fputs("


", fp); //***Output libs fputs("
", fp); lib = &lua_Libraries[0]; lib_end = &lua_Libraries[lua_Libraries.size()]; for(; lib < lib_end; lib++) { fprintf(fp, "

%s - %s

", lib->Name, lib->Name, lib->Description); //Last param is something of a hack to handle lib derivs output_lib_meta(fp, lib, lib->Derivator > -1 ? &lua_Libraries[lib->Derivator] : NULL); } //***Output objects lib = &lua_Objects[0]; lib_end = &lua_Objects[lua_Objects.size()]; for(; lib < lib_end; lib++) { fprintf(fp, "

%s - %s

", lib->Name, lib->Name, lib->Description); //Last param is something of a hack to handle lib derivs output_lib_meta(fp, lib, lib->Derivator > -1 ? &lua_Objects[lib->Derivator] : NULL); } fputs("
", fp); #endif }