Files
fs2open.github.com/code/scripting/scripting.cpp
T
asarium 0110954518 Add improved lua reference handling
This adds a utility library for handling all the nasty lua referencing
stuff. It also provides functions for convienent usage of lua objects
such as tables and functions which allows to use them directly from C++
code without using the ugly Lua C-API.
2017-01-01 22:13:40 +01:00

1366 lines
34 KiB
C++

#include <stdio.h>
#include <stdarg.h>
#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;
//*************************Scripting hook globals*************************
script_hook Script_splashhook;
script_hook Script_simulationhook;
script_hook Script_hudhook;
script_hook Script_globalhook;
script_hook Script_gameinithook;
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 }
};
int Num_script_actions = sizeof(Script_actions)/sizeof(flag_def_list);
int scripting_state_inited = 0;
//*************************Scripting init and handling*************************
// the prototype for this is in pstypes.h, below the script_hook struct
void script_hook_init(script_hook *hook)
{
hook->hook_function.language = 0;
hook->override_function.language = 0;
}
// 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("$Global:")) {
st->ParseChunk(&Script_globalhook, "Global");
}
if (optional_string("$Splash:")) {
st->ParseChunk(&Script_splashhook, "Splash");
}
if (optional_string("$GameInit:")) {
st->ParseChunk(&Script_gameinithook, "GameInit");
}
if (optional_string("$Simulation:")) {
st->ParseChunk(&Script_simulationhook, "Simulation");
}
if (optional_string("$HUD:")) {
st->ParseChunk(&Script_hudhook, "HUD");
}
required_string("#End");
}
/*
if(optional_string("#State Hooks"))
{
while(optional_string("$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");
}
// add tbl/tbm to multiplayer validation list
extern void fs2netd_add_table_validation(const char *tblname);
fs2netd_add_table_validation(filename);
}
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"));
// first things first: init all script hooks, since they are PODs now, not classes...
script_hook_init(&Script_splashhook);
script_hook_init(&Script_simulationhook);
script_hook_init(&Script_hudhook);
script_hook_init(&Script_globalhook);
script_hook_init(&Script_gameinithook);
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 <script\n");
dc_printf("<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))
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))
return false;
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))
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))
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))
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))
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 {
// 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))
return false;
break;
}
case CHA_SECONDARYFIRE: {
if (stricmp(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name, scp->data.name))
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))
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))
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))
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))
{
//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))
return false;
}
else
{
return false;
}
}
break;
}
case CHC_APPLICATION:
{
if(Fred_running)
{
if(stricmp("FRED2_Open", scp->data.name) && stricmp("FRED2Open", scp->data.name) && stricmp("FRED 2", scp->data.name) && stricmp("FRED", scp->data.name))
return false;
}
else
{
if(stricmp("FS2_Open", scp->data.name) && stricmp("FS2Open", scp->data.name) && stricmp("Freespace 2", scp->data.name) && stricmp("Freespace", scp->data.name))
return false;
}
}
default:
break;
}
}
return true;
}
bool ConditionedHook::Run(script_state *sys, int action, char format, void *data)
{
Assert(sys != NULL);
//Do the actions
for(SCP_vector<script_action>::iterator sap = Actions.begin(); sap != Actions.end(); ++sap)
{
if(sap->action_type == action)
sys->RunBytecode(sap->hook, format, data);
}
return true;
}
bool ConditionedHook::IsOverride(script_state *sys, int action)
{
Assert(sys != NULL);
//bool b = false;
//Do the actions
for(SCP_vector<script_action>::iterator sap = Actions.begin(); sap != Actions.end(); ++sap)
{
if(sap->action_type == action)
{
if(sys->IsOverride(sap->hook))
return true;
}
}
return false;
}
//*************************CLASS: script_state*************************
//Most of the icky stuff is here. Lots of #ifdefs
//WMC - defined in parse/scripting.h
void script_state::SetHookObject(char *name, object *objp)
{
SetHookObjects(1, name, objp);
}
void script_state::SetHookObjects(int num, ...)
{
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::SetHookVar(char *name, char format, void *data)
{
if(format == '\0')
return;
if(LuaState != NULL)
{
char fmt[2] = {format, '\0'};
int data_ldx = 0;
if(data == NULL)
data_ldx = lua_gettop(LuaState);
if(data_ldx < 1 && data == NULL)
return;
//Get ScriptVar table
if(this->OpenHookVarTable())
{
int amt_ldx = lua_gettop(LuaState);
lua_pushstring(LuaState, name);
//ERRORS? LOOK HERE!!!
//--------------------
//WMC - Now THIS has to be the nastiest hack I've made
//Basically, I tell it to copy over enough stack
//for a ade_odata object. If you pass
//_anything_ larger as a stack object, this will not work.
//You'll get memory corruption
if(data == NULL)
{
lua_pushvalue(LuaState, data_ldx);
}
else
{
switch (format) {
case 's':
ade_set_args(LuaState, fmt, data);
break;
case 'i':
ade_set_args(LuaState, fmt, *(int*)data);
break;
case 'b':
ade_set_args(LuaState, fmt, *(bool*)data);
break;
default:
ade_set_args(LuaState, fmt, *(ade_odata*)data);
break;
}
}
//--------------------
//WMC - This was a separate function
//lua_set_arg(LuaState, format, data);
//WMC - switch to the scripting library
//lua_setglobal(LuaState, name);
lua_rawset(LuaState, amt_ldx);
if(data_ldx)
lua_pop(LuaState, 1);
//Close hook var table
this->CloseHookVarTable();
}
else
{
LuaError(LuaState, "Could not get HookVariable library to set hook variable '%s'", name);
if(data_ldx)
lua_pop(LuaState, 1);
}
}
}
//WMC - data can be NULL, if we just want to know if it exists
bool script_state::GetHookVar(char *name, char format, void *data)
{
bool got_global = false;
if(LuaState != NULL)
{
//Construct format string
char fmt[3] = {'|', format, '\0'};
//WMC - Quick and clean. :)
//WMC - *sigh* nostalgia
//Get ScriptVar table
if(this->OpenHookVarTable())
{
int amt_ldx = lua_gettop(LuaState);
lua_pushstring(LuaState, name);
lua_rawget(LuaState, amt_ldx);
if(!lua_isnil(LuaState, -1))
{
if(data != NULL) {
ade_get_args(LuaState, fmt, data);
}
got_global = true;
}
lua_pop(LuaState, 1); //Remove data
this->CloseHookVarTable();
}
else
{
LuaError(LuaState, "Could not get HookVariable library to get hook variable '%s'", name);
}
}
return got_global;
}
void script_state::RemHookVar(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");
}
}
}
//WMC - data can be NULL, if we just want to know if it exists
bool script_state::GetGlobal(char *name, char format, void *data)
{
bool got_global = false;
if(LuaState != NULL)
{
//Construct format string
char fmt[3] = {'|', format, '\0'};
lua_getglobal(LuaState, name);
//Does global exist?
if(!lua_isnil(LuaState, -1))
{
if(data != NULL) {
ade_get_args(LuaState, fmt, data);
}
got_global = true;
}
lua_pop(LuaState, 1); //Remove data
}
return got_global;
}
void script_state::RemGlobal(char *name)
{
if(LuaState != NULL)
{
//WMC - Quick and clean. :)
lua_pushnil(LuaState);
lua_setglobal(LuaState, name);
}
}
int script_state::LoadBm(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::RunBytecodeSub(script_function& func, char format, void *data)
{
using namespace luacpp;
if (!func.function.isValid()) {
return 1;
}
try {
auto ret = func.function.call();
if (data != NULL && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue();
char fmt[2] = {format, '\0'};
Ade_get_args_skip = stack_start;
Ade_get_args_lfunction = true;
ade_get_args(LuaState, fmt, data);
Ade_get_args_skip = 0;
Ade_get_args_lfunction = false;
}
} catch (const LuaException& e) {
return 0;
}
return 1;
}
//returns 0 on failure (Parse error), 1 on success
int script_state::RunBytecode(script_hook &hd, char format, void *data)
{
RunBytecodeSub(hd.hook_function, format, data);
return 1;
}
int script_state::RunCondition(int action, char format, void *data, object *objp, int more_data)
{
int num = 0;
for(SCP_vector<ConditionedHook>::iterator chp = ConditionalHooks.begin(); chp != ConditionalHooks.end(); ++chp)
{
if(chp->ConditionsValid(action, objp, more_data))
{
chp->Run(this, action, format, data);
num++;
}
}
return num;
}
bool script_state::IsConditionOverride(int action, object *objp)
{
//bool b = false;
for(SCP_vector<ConditionedHook>::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()
{
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()
{
if(LuaState != NULL) {
lua_close(LuaState);
}
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(char *filename)
{
FILE *fp = fopen(filename,"w");
int i;
if(fp == NULL)
{
return 0;
}
if (FS_VERSION_BUILD == 0 && FS_VERSION_HAS_REVIS == 0) //-V547
{
fprintf(fp, "<html>\n<head>\n\t<title>Script Output - FSO v%i.%i (%s)</title>\n</head>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, StateName);
fputs("<body>", fp);
fprintf(fp,"\t<h1>Script Output - FSO v%i.%i (%s)</h1>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, StateName);
}
else if (FS_VERSION_HAS_REVIS == 0)
{
fprintf(fp, "<html>\n<head>\n\t<title>Script Output - FSO v%i.%i.%i (%s)</title>\n</head>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, StateName);
fputs("<body>", fp);
fprintf(fp,"\t<h1>Script Output - FSO v%i.%i.%i (%s)</h1>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, StateName);
}
else
{
fprintf(fp, "<html>\n<head>\n\t<title>Script Output - FSO v%i.%i.%i.%i (%s)</title>\n</head>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS, StateName);
fputs("<body>", fp);
fprintf(fp,"\t<h1>Script Output - FSO v%i.%i.%i.%i (%s)</h1>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS, StateName);
}
//Scripting languages links
fputs("<dl>", fp);
//***Hooks
fputs("<dt><h2>Conditional Hooks</h2></dt>", fp);
fputs("<dd><dl>", fp);
//Conditions
fputs("<dt><b>Conditions</b></dt>", fp);
for(i = 0; i < Num_script_conditions; i++)
{
fprintf(fp, "<dd>%s</dd>", Script_conditions[i].name);
}
//Actions
fputs("<dt><b>Actions</b></dt>", fp);
for(i = 0; i < Num_script_actions; i++)
{
fprintf(fp, "<dd>%s</dd>", Script_actions[i].name);
}
fputs("</dl></dd><br />", fp);
//***Scripting langs
fputs("<dt><h2>Scripting languages</h2></dt>", fp);
if(Langs & SC_LUA) {
fputs("<dd><a href=\"#Lua\">Lua</a></dd>", fp);
}
fputs("</dl>", fp);
//Languages
fputs("<dl>", fp);
if(Langs & SC_LUA) {
fputs("<dt><H2><a name=\"#Lua\">Lua</a></H2></dt>", fp);
fputs("<dd>", fp);
OutputLuaMeta(fp);
fputs("</dd>", fp);
}
fputs("</dl></body></html>", fp);
fclose(fp);
return 1;
}
bool script_state::EvalString(const char *string, const char *format, void *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 != NULL)
{
s = "return ";
}
s += string;
}
else
{
s.assign(string + 1, string + string_size);
}
try {
auto function = LuaFunction::createFromCode(LuaState, s, debug_str);
function.setErrorFunction(LuaFunction::createFromCFunction(LuaState, ade_friendly_error));
try {
auto ret = function.call();
if (rtn != NULL && ret.size() >= 1) {
auto stack_start = lua_gettop(LuaState);
auto val = ret.front();
val.pushValue();
Ade_get_args_skip = stack_start+1;
Ade_get_args_lfunction = true;
ade_get_args(LuaState, format, rtn);
Ade_get_args_skip = 0;
Ade_get_args_lfunction = false;
}
} catch (const LuaException& e) {
return false;
}
} catch (const LuaException& e) {
LuaError(GetLuaSession(), "%s", e.what());
return false;
}
return true;
}
void script_state::ParseChunkSub(script_function& out_func, const char* debug_str)
{
using namespace luacpp;
Assert(debug_str != NULL);
//Lua
out_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'", filename);
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
//Assume Lua
out_func.language = SC_LUA;
//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");
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));
out_func.function = function;
} catch (const LuaException& e) {
LuaError(GetLuaSession(), "%s", e.what());
}
}
void script_state::ParseChunk(script_hook *dest, 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)
{
debug_str = debug_buf;
sprintf(debug_str, "script_parse() count %d", total_parse_calls);
}
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);
}
}
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;
}
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;
RunBytecodeSub(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;
}
}