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fs2open.github.com/code/scripting/lua.cpp
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575 lines
17 KiB
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#include "ai/ai.h"
#include "ai/aigoals.h"
#include "asteroid/asteroid.h"
#include "camera/camera.h"
#include "cfile/cfilesystem.h"
#include "cmdline/cmdline.h"
#include "cutscene/movie.h"
#include "debris/debris.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "globalincs/linklist.h"
#include "graphics/2d.h"
#include "graphics/font.h"
#include "graphics/generic.h"
#include "graphics/opengl/gropenglpostprocessing.h"
#include "headtracking/headtracking.h"
#include "hud/hudbrackets.h"
#include "hud/hudconfig.h"
#include "hud/hudescort.h"
#include "hud/hudets.h"
#include "hud/hudgauges.h"
#include "hud/hudshield.h"
#include "iff_defs/iff_defs.h"
#include "io/joy.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "lighting/lighting.h"
#include "menuui/credits.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "mission/missionload.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "mission/missiontraining.h"
#include "missionui/missionbrief.h"
#include "model/model.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "object/objectshield.h"
#include "object/waypoint.h"
#include "parse/parselo.h"
#include "scripting/scripting.h"
#include "particle/particle.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "render/3dinternal.h"
#include "scripting/ade_api.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "sound/audiostr.h"
#include "sound/ds.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
#define BMPMAN_INTERNAL
#include "bmpman/bm_internal.h"
#include "scripting/api/bitops.h"
#include "scripting/api/enums.h"
#include "scripting/api/vecmath.h"
#include "scripting/api/event.h"
#include "scripting/api/file.h"
#include "scripting/api/font.h"
#include "scripting/api/gameevent.h"
#include "scripting/api/gamestate.h"
#include "scripting/api/hudgauge.h"
#include "scripting/api/eye.h"
#include "scripting/api/model.h"
#include "scripting/api/physics_info.h"
#include "scripting/api/sexpvar.h"
#include "scripting/api/shields.h"
#include "scripting/api/shiptype.h"
#include "scripting/api/species.h"
#include "scripting/api/team.h"
#include "scripting/api/streaminganim.h"
#include "scripting/api/texture.h"
#include "scripting/api/texturemap.h"
#include "scripting/api/weaponclass.h"
#include "scripting/api/mc_info.h"
#include "scripting/api/object.h"
#include "scripting/api/asteroid.h"
#include "scripting/api/cockpit_display.h"
#include "scripting/api/shipclass.h"
#include "scripting/api/debris.h"
#include "scripting/api/waypoint.h"
#include "scripting/api/ship_bank.h"
#include "scripting/api/subsystem.h"
#include "scripting/api/order.h"
#include "scripting/api/ship.h"
#include "scripting/api/sound.h"
#include "scripting/api/message.h"
#include "scripting/api/wing.h"
#include "scripting/api/beam.h"
#include "scripting/api/player.h"
#include "scripting/api/camera.h"
#include "scripting/api/control_info.h"
#include "scripting/api/particle.h"
#include "scripting/api/audio.h"
#include "scripting/api/base.h"
#include "scripting/api/cfile.h"
#include "scripting/api/weapon.h"
#include "scripting/api/controls.h"
#include "scripting/api/graphics.h"
#include "scripting/api/hud.h"
#include "scripting/api/hookvars.h"
#include "scripting/api/mission.h"
#include "scripting/api/tables.h"
using namespace scripting;
using namespace scripting::api;
//**********Handles
/*ade_obj<int> l_Camera("camera", "Camera handle");
ade_obj<int> l_Cmission("cmission", "Campaign mission handle"); //WMC - We can get away with a pointer right now, but if it ever goes dynamic, it'd be a prob
ade_obj<enum_h> l_Enum("enumeration", "Enumeration object");
ade_obj<int> l_Event("event", "Mission event handle");
ade_obj<int> l_Font("font", "font handle");
ade_obj<matrix_h> l_Matrix("orientation", "Orientation matrix object");
ade_obj<int> l_Model("model", "3D Model (POF) handle");
ade_obj<object_h> l_Object("object", "Object handle");
ade_obj<physics_info_h> l_Physics("physics", "Physics handle");
ade_obj<int> l_Player("player", "Player handle");
ade_obj<object_h> l_Shields("shields", "Shields handle");
ade_obj<object_h> l_Ship("ship", "Ship handle", &l_Object);
ade_obj<int> l_Shipclass("shipclass", "Ship class handle");
ade_obj<object_h> l_ShipTextures("shiptextures", "Ship textures handle");
ade_obj<int> l_Shiptype("shiptype", "Ship type handle");
ade_obj<int> l_Species("species", "Species handle");
ade_obj<ship_subsys_h> l_Subsystem("subsystem", "Ship subsystem handle");
ade_obj<int> l_Team("team", "Team handle");
ade_obj<int> l_Texture("texture", "Texture handle");
ade_obj<int> l_Wing("wing", "Wing handle");
ade_obj<vec3d> l_Vector("vector", "Vector object");
ade_obj<object_h> l_Weapon("weapon", "Weapon handle", &l_Object);
ade_obj<ship_bank_h> l_WeaponBank("weaponbank", "Ship/subystem weapons bank handle");
ade_obj<ship_banktype_h> l_WeaponBankType("weaponbanktype", "Ship/subsystem weapons bank type handle");
ade_obj<int> l_Weaponclass("weaponclass", "Weapon class handle");
*/
//###########################################################
//########################<IMPORTANT>########################
//###########################################################
//If you are a coder who wants to add libraries, functions,
//or objects to Lua, then you want to be below this point.
//###########################################################
//########################</IMPORTANT>#######################
//###########################################################
//*************************Testing stuff*************************
//This section is for stuff that's considered experimental.
ade_lib l_Testing("Testing", NULL, "ts", "Experimental or testing stuff");
ADE_FUNC(avdTest, l_Testing, NULL, "Test the AVD Physics code", NULL, NULL)
{
static bool initialized = false;
static avd_movement avd;
if(!initialized)
{
avd.setAVD(10.0f, 3.0f, 1.0f, 1.0f, 0.0f);
initialized = true;
}
for(int i = 0; i < 3000; i++)
{
float Pc, Vc;
avd.get((float)i/1000.0f, &Pc, &Vc);
gr_set_color(0, 255, 0);
gr_pixel(i/10, gr_screen.clip_bottom - (int)(Pc*10.0f), GR_RESIZE_NONE);
gr_set_color(255, 0, 0);
gr_pixel(i/10, gr_screen.clip_bottom - (int)(Vc*10.0f), GR_RESIZE_NONE);
avd.get(&Pc, &Vc);
gr_set_color(255, 255, 255);
gr_pixel((timestamp()%3000)/10, gr_screen.clip_bottom - (int)(Pc*10.0f), GR_RESIZE_NONE);
gr_pixel((timestamp()%3000)/10, gr_screen.clip_bottom - (int)(Vc*10.0f), GR_RESIZE_NONE);
}
return ADE_RETURN_NIL;
}
ADE_FUNC(createParticle, l_Testing, "vector Position, vector Velocity, number Lifetime, number Radius, enumeration Type, [number Tracer length=-1, boolean Reverse=false, texture Texture=Nil, object Attached Object=Nil]",
"Creates a particle. Use PARTICLE_* enumerations for type."
"Reverse reverse animation, if one is specified"
"Attached object specifies object that Position will be (and always be) relative to.",
"particle",
"Handle to the created particle")
{
particle::particle_info pi;
pi.type = particle::PARTICLE_DEBUG;
pi.optional_data = -1;
pi.attached_objnum = -1;
pi.attached_sig = -1;
pi.reverse = 0;
// Need to consume tracer_length parameter but it isn't used anymore
float temp;
enum_h *type = NULL;
bool rev=false;
object_h *objh=NULL;
if(!ade_get_args(L, "ooffo|fboo", l_Vector.Get(&pi.pos), l_Vector.Get(&pi.vel), &pi.lifetime, &pi.rad, l_Enum.GetPtr(&type), &temp, &rev, l_Texture.Get((int*)&pi.optional_data), l_Object.GetPtr(&objh)))
return ADE_RETURN_NIL;
if(type != NULL)
{
switch(type->index)
{
case LE_PARTICLE_DEBUG:
pi.type = particle::PARTICLE_DEBUG;
break;
case LE_PARTICLE_FIRE:
pi.type = particle::PARTICLE_FIRE;
break;
case LE_PARTICLE_SMOKE:
pi.type = particle::PARTICLE_SMOKE;
break;
case LE_PARTICLE_SMOKE2:
pi.type = particle::PARTICLE_SMOKE2;
break;
case LE_PARTICLE_BITMAP:
if (pi.optional_data < 0)
{
LuaError(L, "Invalid texture specified for createParticle()!");
}
pi.type = particle::PARTICLE_BITMAP;
break;
}
}
if(rev)
pi.reverse = 0;
if(objh != NULL && objh->IsValid())
{
pi.attached_objnum = OBJ_INDEX(objh->objp);
pi.attached_sig = objh->objp->signature;
}
particle::WeakParticlePtr p = particle::create(&pi);
if (!p.expired())
return ade_set_args(L, "o", l_Particle.Set(particle_h(p)));
else
return ADE_RETURN_NIL;
}
ADE_FUNC(getStack, l_Testing, NULL, "Generates an ADE stackdump", "string", "Current Lua stack")
{
char buf[10240] = {'\0'};
ade_stackdump(L, buf);
return ade_set_args(L, "s", buf);
}
ADE_FUNC(isCurrentPlayerMulti, l_Testing, NULL, "Returns whether current player is a multiplayer pilot or not.", "boolean", "Whether current player is a multiplayer pilot or not")
{
if(Player == NULL)
return ade_set_error(L, "b", false);
if(!(Player->flags & PLAYER_FLAGS_IS_MULTI))
return ADE_RETURN_FALSE;
return ADE_RETURN_TRUE;
}
// Om_tracker_flag should already be set in FreeSpace.cpp, needed to determine if PXO is enabled from the registry
extern int Om_tracker_flag; // needed for FS2OpenPXO config
ADE_FUNC(isPXOEnabled, l_Testing, NULL, "Returns whether PXO is currently enabled in the configuration.", "boolean", "Whether PXO is enabled or not")
{
if(!(Om_tracker_flag))
return ADE_RETURN_FALSE;
return ADE_RETURN_TRUE;
}
ADE_FUNC(playCutscene, l_Testing, NULL, "Forces a cutscene by the specified filename string to play. Should really only be used in a non-gameplay state (i.e. start of GS_STATE_BRIEFING) otherwise odd side effects may occur. Highly Experimental.", "string", NULL)
{
//This whole thing is a quick hack and can probably be done way better, but is currently functioning fine for my purposes.
char *filename;
if (!ade_get_args(L, "s", &filename))
return ADE_RETURN_FALSE;
movie::play(filename);
return ADE_RETURN_TRUE;
}
//###########################################################
//########################<IMPORTANT>########################
//###########################################################
//If you are a coder who wants to add libraries, functions,
//or objects to Lua, then you want to be above this point.
//###########################################################
//########################</IMPORTANT>#######################
//###########################################################
// *************************Housekeeping*************************
//WMC - The miraculous lines of code that make Lua debugging worth something.
lua_Debug Ade_debug_info;
char debug_stack[4][32];
void ade_debug_ret(lua_State *L, lua_Debug *ar)
{
Assert(L != NULL);
Assert(ar != NULL);
lua_getstack(L, 1, ar);
lua_getinfo(L, "nSlu", ar);
memcpy(&Ade_debug_info, ar, sizeof(lua_Debug));
int n;
for (n = 0; n < 4; n++) {
debug_stack[n][0] = '\0';
}
for (n = 0; n < 4; n++) {
if (lua_getstack(L,n+1, ar) == 0)
break;
lua_getinfo(L,"n", ar);
if (ar->name == NULL)
break;
strcpy_s(debug_stack[n],ar->name);
}
}
//WMC - because the behavior of the return keyword
//was changed, I now have to use this in hooks.
static int ade_return_hack(lua_State *L)
{
int i = 0;
int num = lua_gettop(L);
for(i = 0; i < num; i++)
{
lua_pushvalue(L, i+1);
}
return num;
}
static void *vm_lua_alloc(void*, void *ptr, size_t, size_t nsize) {
if (nsize == 0)
{
vm_free(ptr);
return NULL;
}
else
{
return vm_realloc(ptr, nsize);
}
}
//Inits LUA
//Note that "libraries" must end with a {NULL, NULL}
//element
int script_state::CreateLuaState()
{
mprintf(("LUA: Opening LUA state...\n"));
lua_State *L = lua_newstate(vm_lua_alloc, nullptr);
if(L == NULL)
{
Warning(LOCATION, "Could not initialize Lua");
return 0;
}
//*****INITIALIZE AUXILIARY LIBRARIES
mprintf(("LUA: Initializing base Lua libraries...\n"));
luaL_openlibs(L);
//*****DISABLE DANGEROUS COMMANDS
lua_pushstring(L, "os");
lua_rawget(L, LUA_GLOBALSINDEX);
int os_ldx = lua_gettop(L);
if(lua_istable(L, os_ldx))
{
lua_pushstring(L, "execute");
lua_pushnil(L);
lua_rawset(L, os_ldx);
lua_pushstring(L, "remove");
lua_pushnil(L);
lua_rawset(L, os_ldx);
lua_pushstring(L, "rename");
lua_pushnil(L);
lua_rawset(L, os_ldx);
}
lua_pop(L, 1); //os table
//*****SET DEBUG HOOKS
#ifndef NDEBUG
lua_sethook(L, ade_debug_ret, LUA_MASKRET, 0);
#endif
//*****INITIALIZE ADE
uint i;
mprintf(("LUA: Beginning ADE initialization\n"));
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
//WMC - Do only toplevel table entries, doi
if(ade_manager::getInstance()->getEntry(i).ParentIdx == UINT_MAX) //WMC - oh hey, we're done with the meaty point in < 10 lines.
ade_manager::getInstance()->getEntry(i).SetTable(L, LUA_GLOBALSINDEX, LUA_GLOBALSINDEX); //Oh the miracles of OOP.
}
//*****INITIALIZE RETURN HACK FUNCTION
lua_pushstring(L, "ade_return_hack");
lua_pushboolean(L, 0);
lua_pushcclosure(L, ade_return_hack, 2);
lua_setglobal(L, "ade_return_hack");
//*****INITIALIZE ENUMERATION CONSTANTS
mprintf(("ADE: Initializing enumeration constants...\n"));
enum_h eh;
for(i = 0; i < Num_enumerations; i++)
{
eh.index = Enumerations[i].def;
eh.is_constant = true;
ade_set_args(L, "o", l_Enum.Set(eh));
lua_setglobal(L, Enumerations[i].name);
}
//*****ASSIGN LUA SESSION
mprintf(("ADE: Assigning Lua session...\n"));
SetLuaSession(L);
// (void)l_BitOps.GetName();
return 1;
}
void script_state::EndLuaFrame()
{
scripting::api::graphics_on_frame();
}
void ade_output_toc(FILE *fp, ade_table_entry *ate)
{
Assert(fp != NULL);
Assert(ate != NULL);
//WMC - sanity checking
if(ate->Name == NULL && ate->ShortName == NULL) {
Warning(LOCATION, "Found ade_table_entry with no name or shortname");
return;
}
fputs("<dd>", fp);
if(ate->Name == NULL)
{
fprintf(fp, "<a href=\"#%s\">%s", ate->ShortName, ate->ShortName);
}
else
{
fprintf(fp, "<a href=\"#%s\">%s", ate->Name, ate->Name);
if(ate->ShortName)
fprintf(fp, " (%s)", ate->ShortName);
}
fputs("</a>", fp);
if(ate->Description)
fprintf(fp, " - %s\n", ate->Description);
fputs("</dd>\n", fp);
}
static bool sort_table_entries(const ade_table_entry* left, const ade_table_entry* right) {
const char* leftCmp = left->Name != nullptr ? left->Name : left->ShortName;
const char* rightCmp = right->Name != nullptr ? right->Name : left->ShortName;
if (leftCmp == nullptr) {
return false;
}
if (rightCmp == nullptr) {
return false;
}
SCP_string leftStr(leftCmp);
std::transform(std::begin(leftStr), std::end(leftStr), std::begin(leftStr), ::tolower);
SCP_string rightStr(rightCmp);
std::transform(std::begin(rightStr), std::end(rightStr), std::begin(rightStr), ::tolower);
return leftStr < rightStr;
}
static bool sort_doc_entries(const ade_table_entry* left, const ade_table_entry* right) {
if (left->Instanced == right->Instanced) {
// Same type -> compare as normal
return sort_table_entries(left, right);
}
if (left->Instanced) {
return true;
}
return false;
}
void script_state::OutputLuaMeta(FILE *fp)
{
uint i;
ade_table_entry *ate;
fputs("<dl>\n", fp);
SCP_vector<ade_table_entry*> table_entries;
//***TOC: Libraries
fputs("<dt><b>Libraries</b></dt>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX && ate->Type == 'o' && ate->Instanced) {
table_entries.push_back(ate);
}
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_table_entries);
for (auto entry : table_entries) {
ade_output_toc(fp, entry);
}
table_entries.clear();
//***TOC: Objects
fputs("<dt><b>Types</b></dt>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX && ate->Type == 'o' && !ate->Instanced) {
table_entries.push_back(ate);
}
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_table_entries);
for (auto entry : table_entries) {
ade_output_toc(fp, entry);
}
table_entries.clear();
//***TOC: Enumerations
fputs("<dt><b><a href=\"#Enumerations\">Enumerations</a></b></dt>", fp);
//***End TOC
fputs("</dl><br/><br/>", fp);
//***Everything
fputs("<dl>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX)
table_entries.push_back(ate);
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_doc_entries);
for (auto entry : table_entries) {
entry->OutputMeta(fp);
}
table_entries.clear();
//***Enumerations
fprintf(fp, "<dt id=\"Enumerations\"><h2>Enumerations</h2></dt>");
for(i = 0; i < Num_enumerations; i++)
{
//WMC - This is in case we ever want to add descriptions to enums.
//fprintf(fp, "<dd><dl><dt><b>%s</b></dt><dd>%s</dd></dl></dd>", Enumerations[i].name, Enumerations[i].desc);
//WMC - Otherwise, just use this.
fprintf(fp, "<dd><b>%s</b></dd>", Enumerations[i].name);
}
fputs("</dl>\n", fp);
//***End LUA
fputs("</dl>\n", fp);
}