Files
fs2open.github.com/code/parse/scripting.cpp
T
WMCoolmon 6bdf192fec Scripting:
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
2008-05-25 22:52:05 +00:00

1317 lines
30 KiB
C++

#include <stdio.h>
#include <stdarg.h>
#include "parse/scripting.h"
#include "parse/lua.h"
#include "parse/parselo.h"
#include "globalincs/version.h"
#include "gamesequence/gamesequence.h"
#include "bmpman/bmpman.h"
#include "globalincs/systemvars.h"
#include "hud/hud.h"
#include "ship/ship.h"
#include "mission/missioncampaign.h"
#include "weapon/weapon.h"
#include "io/key.h"
#include "controlconfig/controlsconfig.h"
//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},
{"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 Frame", CHA_ONFRAME, 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},
};
int Num_script_actions = sizeof(Script_actions)/sizeof(flag_def_list);
//*************************Scripting init and handling*************************
void script_parse_table(char *filename)
{
script_state *st = &Script_system;
int rval;
if ((rval = setjmp(parse_abort)) != 0)
{
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval));
return;
}
read_file_text(filename);
reset_parse();
if(optional_string("#Global Hooks"))
{
//int num = 42;
//Script_system.SetHookVar("Version", 'i', &num);
if(optional_string("$Global:")) {
Script_globalhook = st->ParseChunk("Global");
}
if(optional_string("$Splash:")) {
Script_splashhook = st->ParseChunk("Splash");
}
if(optional_string("$GameInit:")) {
Script_gameinithook = st->ParseChunk("GameInit");
}
if(optional_string("$Simulation:")) {
Script_simulationhook = st->ParseChunk("Simulation");
}
if(optional_string("$HUD:")) {
Script_hudhook = st->ParseChunk("HUD");
}
required_string("#End");
}
/*
if(optional_string("#State Hooks"))
{
while(optional_string("$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(char *tblname);
fs2netd_add_table_validation(filename);
}
//Initializes the (global) scripting system, as well as any subsystems.
//script_close is handled by destructors
void script_init (void)
{
mprintf(("SCRIPTING: Beginning initialization sequence...\n"));
mprintf(("SCRIPTING: Beginning Lua initialization...\n"));
Script_system.CreateLuaState();
if(Output_scripting_meta)
{
mprintf(("SCRIPTING: Outputting scripting metadata...\n"));
Script_system.OutputMeta("scripting.html");
}
mprintf(("SCRIPTING: Beginning main hook parse sequence....\n"));
script_parse_table("scripting.tbl");
parse_modular_table(NOX("*-sct.tbm"), script_parse_table);
mprintf(("SCRIPTING: Inititialization complete.\n"));
}
/*
//WMC - Doesn't work as debug console interferes with any non-alphabetic chars.
DCF(script, "Evaluates a line of scripting")
{
if(Dc_command)
{
dc_get_arg(ARG_STRING);
Script_system.EvalString(Dc_arg);
}
if(Dc_help)
{
dc_printf("Usage: script <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(!sa.hook.IsValid())
return false;
Actions.push_back(sa);
return true;
}
bool ConditionedHook::ConditionsValid(int action, object *objp)
{
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(objp == NULL || objp->type != OBJ_WEAPON)
return false;
if(stricmp(Weapon_info[Weapons[objp->instance].weapon_info_index].name, scp->data.name))
return false;
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(Current_key_down == translate_key_to_index(scp->data.name))
return false;
break;
}
case CHC_VERSION:
{
char buf[32];
sprintf(buf, "%d.%d.%d", 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, "%d.%d", 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("FRED2_Open", 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
script_action *sap;
for(uint i = 0; i < Actions.size(); i++)
{
sap = &Actions[i];
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
script_action *sap;
for(uint i = 0; i < Actions.size(); i++)
{
sap = &Actions[i];
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
#ifndef USE_PYTHON
#pragma message("NOTE: Python is not compiled in")
#endif
//WMC - defined in parse/lua.h
int ade_set_object_with_breed(lua_State *L, int obj_idx);
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");
}
}
//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
ade_set_args(LuaState, fmt, *(ade_odata*)data);
//--------------------
//WMC - This was a separate function
//lua_set_arg(LuaState, format, data);
//WMC - switch to the lua 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' - get a coder", 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 '%' - get a coder", 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);
}
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(id.fname, name);
ScriptImages.push_back(id);
}
return idx;
}
void script_state::UnloadImages()
{
for(int i = 0; i < (int)ScriptImages.size(); i++)
{
bm_unload(ScriptImages[i].handle);
}
ScriptImages.clear();
}
int script_state::RunBytecodeSub(int in_lang, int in_idx, char format, void *data)
{
if(in_idx >= 0)
{
// if this is the hook for the hud, and the hud is disabled or we are in freelook mode, then don't run the script
// (admittedly this is wrong, but I'm not sure where else to put this check and have it work properly. hopefully
// WMCoolmon can get some time to come back over this and fix the issues, or just make it better period. - taylor)
//WMC - Barf barf icky hack. Maybe later.
if (in_idx == Script_hudhook.h_index) {
if ( (Viewer_mode & VM_FREECAMERA) || hud_disabled() ) {
return 1;
}
}
if(in_lang == SC_LUA)
{
lua_pushcfunction(GetLuaSession(), ade_friendly_error);
int err_ldx = lua_gettop(GetLuaSession());
if(!lua_iscfunction(GetLuaSession(), err_ldx))
{
lua_pop(GetLuaSession(), 1);
return 0;
}
int args_start = lua_gettop(LuaState);
lua_getref(GetLuaSession(), in_idx);
int hook_ldx = lua_gettop(GetLuaSession());
if(lua_isfunction(GetLuaSession(), hook_ldx))
{
if(lua_pcall(GetLuaSession(), 0, format!='\0' ? 1 : 0, err_ldx) != 0)
{
//WMC - Pop all extra stuff from ze stack.
args_start = lua_gettop(GetLuaSession()) - args_start;
for(; args_start > 0; args_start--) lua_pop(GetLuaSession(), 1);
lua_pop(GetLuaSession(), 1);
return 0;
}
//WMC - Just allow one argument for now.
if(data != NULL)
{
char fmt[2] = {format, '\0'};
Ade_get_args_skip = args_start;
Ade_get_args_lfunction = true;
ade_get_args(LuaState, fmt, data);
Ade_get_args_skip = 0;
Ade_get_args_lfunction = false;
}
//WMC - Pop anything leftover from the function from the stack
args_start = lua_gettop(GetLuaSession()) - args_start;
for(; args_start > 0; args_start--) lua_pop(GetLuaSession(), 1);
}
else
{
lua_pop(GetLuaSession(), 1); //"hook"
LuaError(GetLuaSession(),"RunBytecodeSub tried to call a non-function value!");
}
lua_pop(GetLuaSession(), 1); //err
}
else if(in_lang == SC_PYTHON)
{
#ifdef USE_PYTHON
PyObject *chk = PyBytecodeLib.Get(in_idx);
if(chk != NULL)
{
PyEval_EvalCode(PyBytecodeLib.Get(in_idx), GetPyGlobals(), GetPyLocals());
return 1;
}
#endif
}
}
return 1;
}
//returns 0 on failure (Parse error), 1 on success
int script_state::RunBytecode(script_hook &hd, char format, void *data)
{
RunBytecodeSub(hd.h_language, hd.h_index, format, data);
return 1;
}
int script_state::RunCondition(int action, char format, void *data, object *objp)
{
ConditionedHook *chp = NULL;
int num = 0;
for(uint i= 0; i < ConditionalHooks.size(); i++)
{
chp = &ConditionalHooks[i];
if(chp->ConditionsValid(action, objp))
{
chp->Run(this, action, format, data);
num++;
}
}
return num;
}
bool script_state::IsConditionOverride(int action, object *objp)
{
ConditionedHook *chp = NULL;
//bool b = false;
for(uint i= 0; i < ConditionalHooks.size(); i++)
{
chp = &ConditionalHooks[i];
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;
#ifdef USE_PYTHON
Py_XDECREF(PyGlb);
PyGlb = NULL;
Py_XDECREF(PyLoc);
PyLoc = NULL;
#endif
}
script_state::script_state(char *name)
{
strncpy(StateName, name, sizeof(StateName)-1);
Langs = 0;
LuaState = NULL;
LuaLibs = NULL;
PyGlb = NULL;
PyLoc = NULL;
}
script_state& script_state::operator=(script_state &in)
{
Error(LOCATION, "SESSION COPY ATTEMPTED");
return *this;
}
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;
}
}
void script_state::SetPySession(PyObject *loc, PyObject *glb)
{
#ifdef USE_PYTHON
//set variables
if(PyGlb != NULL)
{
Py_XDECREF(PyGlb);
PyGlb = glb;
}
if(PyLoc != NULL)
{
Py_XDECREF(PyLoc);
PyLoc = loc;
}
//Add or remove python note
if(PyGlb != NULL || PyLoc != NULL)
{
Langs |= SC_PYTHON;
}
else if(Langs & SC_PYTHON)
{
Langs &= ~SC_PYTHON;
}
#endif
}
int script_state::OutputMeta(char *filename)
{
FILE *fp = fopen(filename,"w");
int i;
if(fp == NULL)
{
return 0;
}
fprintf(fp, "<html>\n<head>\n\t<title>Script output: %d.%d.%d (%s)</title>\n</head>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, StateName);
fputs("<body>", fp);
fprintf(fp,"\t<h1>Script Output - Build %d.%d.%d (%s)</h1>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, 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_PYTHON) {
fputs("<dd><a href=\"#Python\">Python</a></dd>", 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);
}
/*
if(Langs & SC_PYTHON) {
OutputPyMeta(fp);
}*/
fputs("</dl></body></html>", fp);
fclose(fp);
return 1;
}
bool script_state::EvalString(char* string, char *format, void *rtn, char *debug_str)
{
char lastchar = string[strlen(string)-1];
if(string[0] == '{')
{
#ifdef USE_PYTHON
if(lastchar == '}')
{
*lcp = '\0';
}
else
{
return false;
}
//WMC - Whoever comes next to Python...needs to fix this.
Py_RunString(string, Py_file_input, PyGlb, PyLoc);
*lcp = lastchar;
return true;
#else
return false;
#endif
}
if(string[0] == '[' && lastchar != ']')
{
return false;
}
char *s = new char[strlen(string) + 8];
if(string[0] != '[')
{
if(rtn != NULL)
{
strcpy(s, "return ");
strcat(s, string);
}
else
{
strcpy(s, string);
s[strlen(s)] = '\0';
}
s[strlen(s)] = '\0';
}
else
{
strcpy(s, string+1);
s[strlen(s)-1] = '\0';
}
//WMC - So we can pop everything we put on the stack
int stack_start = lua_gettop(LuaState);
//WMC - Push error handling function
lua_pushcfunction(LuaState, ade_friendly_error);
//Parse string
int rval = luaL_loadbuffer(LuaState, s, strlen(s), debug_str);
//We don't need s anymore.
delete[] s;
//Call function
if(!rval)
{
if(lua_pcall(LuaState, 0, LUA_MULTRET, -2))
{
return false;
}
int stack_curr = lua_gettop(LuaState);
//Only get args if we can put them someplace
//WMC - We must have more than one more arg on the stack than stack_start:
//(stack_start)
//ade_friendly_error
//(additional return values)
if(rtn != NULL && stack_curr > (stack_start+1))
{
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;
}
//WMC - Pop anything leftover from the function from the stack
stack_curr = lua_gettop(LuaState) - stack_start;
for(; stack_curr > 0; stack_curr--) lua_pop(LuaState, 1);
}
else
{
//Or return error
if(lua_isstring(GetLuaSession(), -1))
LuaError(GetLuaSession());
else
LuaError(GetLuaSession(), "Error parsing %s", debug_str);
}
return true;
}
void script_state::ParseChunkSub(int *out_lang, int *out_index, char* debug_str)
{
Assert(out_lang != NULL);
Assert(out_index != NULL);
Assert(debug_str != NULL);
if(check_for_string("[["))
{
//Lua from file
//Lua
*out_lang = SC_LUA;
char *filename = alloc_block("[[", "]]");
//Load from file
CFILE *cfp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SCRIPTS );
if(cfp == NULL)
{
Warning(LOCATION, "Could not load lua script file '%s'", filename);
}
else
{
int len = cfilelength(cfp);
char *raw_lua = (char*)vm_malloc(len+1);
raw_lua[len] = '\0';
cfread(raw_lua, len, 1, cfp);
cfclose(cfp);
//WMC - use filename instead of debug_str so that the filename
//gets passed.
if(!luaL_loadbuffer(GetLuaSession(), raw_lua, len, filename))
{
//Stick it in the registry
*out_index = luaL_ref(GetLuaSession(), LUA_REGISTRYINDEX);
}
else
{
if(lua_isstring(GetLuaSession(), -1))
LuaError(GetLuaSession());
else
LuaError(GetLuaSession(), "Error parsing %s", filename);
*out_index = -1;
}
vm_free(raw_lua);
}
//dealloc
//WMC - For some reason these cause crashes
vm_free(filename);
}
else if(check_for_string("["))
{
//Lua string
//Assume Lua
*out_lang = 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");
char *tmp_ptr = raw_lua;
//Load it into a buffer & parse it
//WMC - This is causing an access violation error. Sigh.
if(!luaL_loadbuffer(GetLuaSession(), tmp_ptr, strlen(tmp_ptr), debug_str))
{
//Stick it in the registry
*out_index = luaL_ref(GetLuaSession(), LUA_REGISTRYINDEX);
}
else
{
if(lua_isstring(GetLuaSession(), -1))
LuaError(GetLuaSession());
else
LuaError(GetLuaSession(), "Error parsing %s", debug_str);
*out_index = -1;
}
//free the mem
//WMC - This makes debug go wonky.
vm_free(raw_lua);
}
else if(check_for_string("{"))
{
//Python string
//Assume python
*out_lang = SC_PYTHON;
//Get the block
char* raw_python = alloc_block("{","}");
#ifdef USE_PYTHON
//Add it to the lib
*out_index = PyBytecodeLib.Add(PyBytecode(Py_CompileString(raw_python, debug_str, Py_file_input)));
#endif
vm_free(raw_python);
}
else
{
char buf[PARSE_BUF_SIZE];
//Assume lua
*out_lang = SC_LUA;
strcpy(buf, "return ");
//Stuff it
stuff_string(buf+strlen(buf), F_RAW, sizeof(buf) - strlen(buf));
//Add ending
strcat(buf, "\n");
int len = strlen(buf);
//Load it into a buffer & parse it
if(!luaL_loadbuffer(GetLuaSession(), buf, len, debug_str))
{
//Stick it in the registry
*out_index = luaL_ref(GetLuaSession(), LUA_REGISTRYINDEX);
}
else
{
if(lua_isstring(GetLuaSession(), -1))
LuaError(GetLuaSession());
else
LuaError(GetLuaSession(), "Error parsing %s", debug_str);
*out_index = -1;
}
}
}
script_hook script_state::ParseChunk(char* debug_str)
{
static int total_parse_calls = 0;
char debug_buf[128];
script_hook rval;
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(&rval.h_language, &rval.h_index, debug_str);
if(optional_string("+Override:"))
{
char *debug_str_over = (char*)vm_malloc(strlen(debug_str) + 10);
strcpy(debug_str_over, debug_str);
strcat(debug_str_over, " override");
ParseChunkSub(&rval.o_language, &rval.o_index, debug_str_over);
vm_free(debug_str_over);
}
return rval;
}
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(char *filename)
{
ConditionedHook *chp = NULL;
script_condition sct;
int condition;
for(condition = script_parse_condition(); condition != CHC_NONE; condition = script_parse_condition())
{
//Clear it
sct = script_condition();
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, NAME_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;
}
script_action sat;
flag_def_list *action;
bool actions_added = false;
for(action = script_parse_action(); action != NULL; action = script_parse_action())
{
sat = script_action();
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);
sat.hook = ParseChunk(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_hook*************************
bool script_state::IsOverride(script_hook &hd)
{
if(hd.h_index < 0)
return false;
bool b=false;
RunBytecodeSub(hd.o_language, hd.o_index, 'b', &b);
return b;
}