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C++

#ifndef _SCRIPTING_H
#define _SCRIPTING_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "scripting/ade.h"
#include "scripting/ade_args.h"
#include "scripting/hook_conditions.h"
#include "scripting/lua/LuaFunction.h"
#include "utils/event.h"
//**********Scripting languages that are possible
#define SC_LUA (1<<0)
//*************************Scripting structs*************************
#define SCRIPT_END_LIST NULL
namespace scripting {
struct ScriptingDocumentation;
class HookBase;
}
struct image_desc
{
char fname[MAX_FILENAME_LEN];
int handle;
};
struct script_function {
int language = 0;
luacpp::LuaFunction function;
};
//-WMC
struct script_hook
{
//Override
script_function override_function;
//Actual hook
script_function hook_function;
};
extern bool script_hook_valid(script_hook *hook);
//**********Main Conditional Hook stuff
#define MAX_HOOK_CONDITIONS 8
// Conditionals
enum ConditionalType {
//These conditionals must ONLY contain global conditions.
//That is, conditions that do not depend on anything specific per-hook (such as a ship firing a weapon),
//but only conditions that can evaluate exclusively on a global state, identically for all actions.
//Per-Hook specific conditionals are added through hook_conditions.h/.cpp and the respective template argument of the hook.
CHC_NONE = -1,
CHC_MISSION,
CHC_STATE,
CHC_CAMPAIGN,
CHC_KEYPRESS,
CHC_VERSION,
CHC_APPLICATION,
CHC_MULTI_SERVER,
CHC_VR_MODE
};
//Actions
enum ConditionalActions : int32_t {
CHA_NONE = -1,
CHA_ONFRAME,
CHA_SPLASHSCREEN,
CHA_HUDDRAW,
CHA_GAMEINIT,
CHA_SIMULATION,
// DO NOT ADD NEW HOOKS HERE. THESE HOOKS ARE EXCLUSIVELY FOR COMPATIBILITY WITH NON-CONDITIONAL GLOBAL HOOKS
// There is a new Lua Hook API, see hook_api.h
// There you use either scripting::Hook for non-overridable or scripting::OverridableHook for overridable hooks
// while also having the option to document when the hook is called and what hook variables are set for it.
CHA_LAST = CHA_SIMULATION
};
// management stuff
void scripting_state_init();
void scripting_state_close();
void scripting_state_do_frame(float frametime, bool doKeys);
const scripting::HookBase* scripting_string_to_action(const char* action);
ConditionalType scripting_string_to_condition(const char* condition);
struct script_condition
{
ConditionalType condition_type;
SCP_string condition_string;
// stores values evaluated at hook load to optimize later condition checking.
// currently mostly olg done for the highest impact condition types, according to performance profiling
// the exact type of information stored varries between hook types.
// CHC_STATE, CHC_OBJECTTYPE - stores the value of enum matching the name requested by the condition string.
// CHC_SHIPCLASS, CHC_WEAPONCLASS - stores the index of the info object requested by the condition
// CHC_VERSION, CHC_APPLICATION - stores validity of the check in 1 for true or 0 for false, as the condition will not change after load.
// CHC_KEYPRESS - stores the keycode
// see ConditionedHook::AddCondition for exact implimentation
int condition_cached_value;
};
class script_action {
public:
SCP_vector<script_condition> global_conditions;
SCP_vector<std::unique_ptr<scripting::EvaluatableCondition>> local_conditions;
script_hook hook;
bool ConditionsValid(const std::any& local_condition_data) const;
};
//**********Main script_state function
class script_state
{
private:
char StateName[32];
int Langs;
struct lua_State *LuaState;
const struct script_lua_lib_list *LuaLibs;
//Utility variables
SCP_vector<image_desc> ScriptImages;
SCP_unordered_map<int, SCP_vector<script_action>> ConditionalHooks;
// Scripts can add new hooks at runtime; we collect all hooks to be added here and add them at the end of the current
// frame to avoid corrupting any iterators that the script system may be using.
SCP_unordered_map<int, SCP_vector<script_action>> AddedHooks;
SCP_vector<script_function> GameInitFunctions;
// Stores references to the Lua values for the hook variables. Uses a raw reference since we do not need the more
// advanced features of LuaValue
// values are a vector to provide a stack of values. This is necessary to ensure consistent behavior if a scripting
// hook is called from within another script (e.g. calls to createShip)
SCP_unordered_map<SCP_string, SCP_vector<luacpp::LuaReference>> HookVariableValues;
// ActiveActions lets code that might run scripting hooks know whether any scripts are even registered for it.
// AssayActions is responsible for keeping it up to date.
SCP_unordered_map<int, bool> ActiveActions;
void ParseChunkSub(script_function& out_func, const char* debug_str=NULL);
void SetLuaSession(struct lua_State *L);
static void OutputLuaDocumentation(scripting::ScriptingDocumentation& doc,
const scripting::DocumentationErrorReporter& errorReporter);
public:
//***Init/Deinit
script_state(const char *name);
script_state(const script_state&) = delete;
script_state& operator=(script_state &i) = delete;
~script_state();
/**
* @brief Resets the lua state and frees all resources
*/
void Clear();
//***Internal scripting stuff
int LoadBm(const char* name);
void UnloadImages();
lua_State *GetLuaSession(){return LuaState;}
//***Init functions for langs
int CreateLuaState();
//***Get data
scripting::ScriptingDocumentation OutputDocumentation(const scripting::DocumentationErrorReporter& errorReporter);
//***Moves data
//void MoveData(script_state &in);
template<typename T>
void SetHookVar(const char *name, char format, T&& value);
void SetHookObject(const char *name, object *objp);
void SetHookObjects(int num, ...);
void RemHookVar(const char *name);
void RemHookVars(std::initializer_list<SCP_string> names);
const SCP_unordered_map<SCP_string, SCP_vector<luacpp::LuaReference>>& GetHookVariableReferences();
//***Hook creation functions
template <typename T>
bool EvalStringWithReturn(const char* string, const char* format = nullptr, T* rtn = NULL,
const char* debug_str = nullptr);
bool EvalString(const char* string, const char* debug_str = nullptr);
void ParseChunk(script_hook *dest, const char* debug_str=NULL);
void ParseGlobalChunk(ConditionalActions hookType, const char* debug_str=nullptr, const std::shared_ptr<scripting::HookBase> parentHook=nullptr);
bool ParseCondition(const char *filename="<Unknown>");
void AddConditionedHook(int action_id, script_action hook);
void AssayActions();
bool IsActiveAction(int hookId);
void AddGameInitFunction(script_function func);
//***Hook running functions
template <typename T>
int RunBytecode(const script_function& hd, char format = '\0', T* data = nullptr);
int RunBytecode(const script_function& hd);
bool IsOverride(const script_hook &hd);
int RunCondition(int action_type, const std::any& local_condition_data);
bool IsConditionOverride(int action_type, const std::any& local_condition_data);
void RunInitFunctions();
void ProcessAddedHooks();
//*****Other functions
static script_state* GetScriptState(lua_State* L);
util::event<void, lua_State*> OnStateDestroy;
};
template<typename T>
void script_state::SetHookVar(const char *name, char format, T&& value)
{
if(format == '\0')
return;
if(LuaState != nullptr)
{
char fmt[2] = {format, '\0'};
::scripting::ade_set_args(LuaState, fmt, std::forward<T>(value));
auto reference = luacpp::UniqueLuaReference::create(LuaState);
lua_pop(LuaState, 1); // Remove object value from the stack
HookVariableValues[name].push_back(std::move(reference));
}
}
template <typename T>
bool script_state::EvalStringWithReturn(const char* string, const char* format, T* rtn, 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] != '[') {
if (rtn != nullptr) {
s = "return ";
}
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 {
auto ret = function.call(LuaState);
if (rtn != nullptr && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue(LuaState);
scripting::internal::Ade_get_args_skip = stack_start;
scripting::internal::Ade_get_args_lfunction = true;
scripting::ade_get_args(LuaState, format, rtn);
}
} catch (const LuaException&) {
lua_pop(LuaState, 1);
return false;
}
} catch (const LuaException& e) {
LuaError(GetLuaSession(), "%s", e.what());
lua_pop(LuaState, 1);
return false;
}
lua_pop(LuaState, 1);
return true;
}
template <typename T>
int script_state::RunBytecode(const script_function& hd, char format, T* data)
{
using namespace luacpp;
if (!hd.function.isValid()) {
return 1;
}
GR_DEBUG_SCOPE("Lua code");
try {
auto ret = hd.function.call(LuaState);
if (data != nullptr && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue(LuaState);
char fmt[2] = {format, '\0'};
scripting::internal::Ade_get_args_skip = stack_start;
scripting::internal::Ade_get_args_lfunction = true;
scripting::ade_get_args(LuaState, fmt, data);
// Reset stack again
lua_settop(LuaState, stack_start);
}
} catch (const LuaException&) {
return 0;
}
return 1;
}
//**********Script registration functions
void script_init();
//**********Script globals
extern class script_state Script_system;
extern bool Output_scripting_meta;
extern bool Output_scripting_json;
extern bool Output_scripting_luastub;
extern bool Scripting_game_init_run;
//*************************Conditional scripting*************************
#endif //_SCRIPTING_H