Files
fs2open.github.com/code/parse/scripting.cpp
T
2006-01-17 07:10:01 +00:00

444 lines
8.8 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"
//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_hudhook;
script_hook Script_globalhook;
//*************************Scripting init and handling*************************
int script_test(script_state *st)
{
int rval;
if ((rval = setjmp(parse_abort)) != 0)
{
mprintf(("Unable to parse scripting.tbl! Code = %i.\n", rval));
return 0;
}
else
{
read_file_text("scripting.tbl");
reset_parse();
}
if(optional_string("#Global Hooks"))
{
if(optional_string("$Global:")) {
Script_globalhook = st->ParseChunk("Global");
}
if(optional_string("$Splash:")) {
Script_splashhook = st->ParseChunk("Splash");
}
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);
idx = gameseq_get_state_idx(buf);
if(optional_string("$Hook:"))
{
if(idx > -1) {
GS_state_hooks[idx] = st->ParseChunk(buf);
}
}
}
required_string("#End");
}
return 1;
}
//Initializes the (global) scripting system, as well as any subsystems.
//script_close is handled by destructors
void script_init (void)
{
#ifdef USE_LUA
Script_system.CreateLuaState();
#endif
if(Output_scripting_meta)
{
Script_system.OutputMeta("scripting.html");
}
script_test(&Script_system);
}
//*************************CLASS: script_state*************************
//Most of the icky stuff is here. Lots of #ifdefs
#ifndef USE_LUA
#pragma message( "WARNING: Lua is not compiled in" )
#endif
#ifndef USE_PYTHON
#pragma message("WARNING: Python is not compiled in")
#endif
void script_state::SetGlobal(char *name, char format, void *data)
{
Assert(data != NULL);
#ifdef USE_LUA
if(LuaState != NULL)
{
char fmt[2] = {format, '\0'};
//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 script_lua_odata object. If you pass
//_anything_ larger as a stack object, this will not work.
//You'll get memory corruption
lua_set_args(LuaState, fmt, *(script_lua_odata*)data);
//--------------------
//WMC - This was a separate function
//lua_set_arg(LuaState, format, data);
lua_setglobal(LuaState, name);
}
#endif
}
//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;
#ifdef USE_LUA
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) {
lua_get_args(LuaState, fmt, data);
}
got_global = true;
}
}
#endif
return got_global;
}
void script_state::RemGlobal(char *name)
{
#ifdef USE_LUA
if(LuaState != NULL)
{
//WMC - Quick and clean. :)
lua_pushnil(LuaState);
lua_setglobal(LuaState, name);
}
#endif
}
//returns 0 on failure (Parse error), 1 on success
int script_state::RunBytecode(script_hook &hd, char format, void *data)
{
if(hd.index >= 0)
{
if(hd.language == SC_LUA)
{
#ifdef USE_LUA
int args_start=0;
if(data != NULL) {
args_start = lua_gettop(LuaState);
}
lua_getref(GetLuaSession(), hd.index);
if(lua_pcall(GetLuaSession(), 0, 1, 0) != 0)
{
LuaError(LOCATION, GetLuaSession());
return 0;
}
//WMC - Just allow one argument for now.
if(data != NULL)
{
char fmt[2] = {format, '\0'};
Lua_get_args_skip = args_start;
lua_get_args(LuaState, fmt, data);
Lua_get_args_skip = 0;
}
//WMC - Pop anything leftover from the function from the stack
args_start = lua_gettop(LuaState) - args_start;
for(; args_start > 0; args_start--) lua_pop(LuaState, -1);
#endif
}
else if(hd.language == SC_PYTHON)
{
#ifdef USE_PYTHON
PyObject *chk = PyBytecodeLib.Get(hd.index);
if(chk != NULL)
{
PyEval_EvalCode(PyBytecodeLib.Get(hd.index), GetPyGlobals(), GetPyLocals());
return 1;
}
#endif
}
}
return 0;
}
void script_state::Clear()
{
StateName[0] = '\0';
Langs = 0;
#ifdef USE_LUA
//Don't close this yet
LuaState = NULL;
LuaLibs = NULL;
#endif
#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()
{
#ifdef USE_LUA
if(LuaState != NULL) {
lua_close(LuaState);
}
#endif
Clear();
}
void script_state::SetLuaSession(lua_State *L)
{
#ifdef USE_LUA
if(LuaState != NULL)
{
lua_close(LuaState);
}
LuaState = L;
if(LuaState != NULL) {
Langs |= SC_LUA;
}
else if(Langs & SC_LUA) {
Langs &= ~SC_LUA;
}
#endif
}
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");
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);
fputs("<dt><b>Scripting languages</b></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;
}
script_hook script_state::ParseChunk(char* debug_str)
{
static int total_parse_calls = 0;
char buf[PARSE_BUF_SIZE] = {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)
{
debug_str = debug_buf;
sprintf(debug_str, "script_parse() count %d", total_parse_calls);
}
if(check_for_string("[["))
{
//Lua from file
//Lua
rval.language = SC_LUA;
char *filename = alloc_block("[[", "]]");
#ifdef USE_LUA
//Load from file
CFILE *cfp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SCRIPTS );
int len = cfilelength(cfp);
char *raw_lua = (char*)vm_malloc(len+1);
raw_lua[len] = '\0';
cfread(raw_lua, len, 1, cfp);
cfclose(cfp);
luaL_loadbuffer(GetLuaSession(), raw_lua, len, debug_str);
//luaL_loadfile(GetLuaSession(), filename);
rval.index = luaL_ref(GetLuaSession(), LUA_REGISTRYINDEX);
#endif
//dealloc
//WMC - For some reason these cause crashes
//vm_free(filename);
//vm_free(raw_lua);
}
else if(check_for_string("["))
{
//Lua string
//Assume Lua
rval.language = SC_LUA;
//Allocate raw script
char* raw_lua = alloc_block("[", "]");
#ifdef USE_LUA
//Load it into a buffer & parse it
luaL_loadbuffer(GetLuaSession(), raw_lua, strlen(raw_lua), debug_str);
//Stick it in the registry
rval.index = luaL_ref(GetLuaSession(), LUA_REGISTRYINDEX);
#endif
//free the mem
//WTF THIS CRASHES
//vm_free(raw_lua);
}
else if(check_for_string("{"))
{
//Python string
//Assume python
rval.language = SC_PYTHON;
//Get the block
char* raw_python = alloc_block("{","}");
#ifdef USE_PYTHON
//Add it to the lib
rval.index = PyBytecodeLib.Add(PyBytecode(Py_CompileString(raw_python, debug_str, Py_file_input)));
#endif
//WTF THIS CRASHES
//vm_free(raw_python);
}
else
{
//Python eval
//Maybe remove this and force brackets, or use custom system?
//Assume python
rval.language = SC_PYTHON;
//Stuff it
stuff_string(buf, F_RAW, NULL, sizeof(buf)-1);
#ifdef USE_PYTHON
//Add it to the lib
rval.index = PyBytecodeLib.Add(PyBytecode(Py_CompileString(buf, debug_str, Py_eval_input));
#endif
}
if(optional_string("+Override:"))
stuff_boolean(&rval.total_override);
return rval;
}