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fs2open.github.com/code/scripting/lua.cpp
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asarium 5c07d181ad Test Windows compilation with Travis CI
Travis CI recently added support for running builds in Windows. This
adds support for testing compilation on Windows using that feature.

The newer version of Visual Studio and MinGW required some code changes
and an update of Google Test which is included in this commit.
2018-10-20 23:44:10 +02:00

355 lines
9.5 KiB
C++

#include "scripting/scripting.h"
/**
* IMPORTANT!
*
* For various compiler reasons, all scripting API classes and libraries need to be referenced here! The easiest way to
* do this is to declare the API elements in the header with the DECLARE_* macros and then include them here
*/
#include "scripting/api/objs/asteroid.h"
#include "scripting/api/objs/background_element.h"
#include "scripting/api/objs/beam.h"
#include "scripting/api/objs/camera.h"
#include "scripting/api/objs/cockpit_display.h"
#include "scripting/api/objs/control_info.h"
#include "scripting/api/objs/controls.h"
#include "scripting/api/objs/debris.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/event.h"
#include "scripting/api/objs/eye.h"
#include "scripting/api/objs/file.h"
#include "scripting/api/objs/font.h"
#include "scripting/api/objs/gameevent.h"
#include "scripting/api/objs/gamestate.h"
#include "scripting/api/objs/hudgauge.h"
#include "scripting/api/objs/mc_info.h"
#include "scripting/api/objs/message.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/object.h"
#include "scripting/api/objs/order.h"
#include "scripting/api/objs/particle.h"
#include "scripting/api/objs/physics_info.h"
#include "scripting/api/objs/player.h"
#include "scripting/api/objs/sexpvar.h"
#include "scripting/api/objs/shields.h"
#include "scripting/api/objs/ship.h"
#include "scripting/api/objs/ship_bank.h"
#include "scripting/api/objs/shipclass.h"
#include "scripting/api/objs/shiptype.h"
#include "scripting/api/objs/sound.h"
#include "scripting/api/objs/species.h"
#include "scripting/api/objs/streaminganim.h"
#include "scripting/api/objs/subsystem.h"
#include "scripting/api/objs/team.h"
#include "scripting/api/objs/texture.h"
#include "scripting/api/objs/texturemap.h"
#include "scripting/api/objs/time_obj.h"
#include "scripting/api/objs/vecmath.h"
#include "scripting/api/objs/waypoint.h"
#include "scripting/api/objs/weapon.h"
#include "scripting/api/objs/weaponclass.h"
#include "scripting/api/objs/wing.h"
#include "scripting/api/libs/audio.h"
#include "scripting/api/libs/base.h"
#include "scripting/api/libs/bitops.h"
#include "scripting/api/libs/cfile.h"
#include "scripting/api/libs/graphics.h"
#include "scripting/api/libs/hookvars.h"
#include "scripting/api/libs/hud.h"
#include "scripting/api/libs/mission.h"
#include "scripting/api/libs/parse.h"
#include "scripting/api/libs/tables.h"
#include "scripting/api/libs/testing.h"
#include "scripting/api/libs/time_lib.h"
#include "scripting/api/libs/ui.h"
#include "scripting/api/libs/utf8.h"
// End of definitions includes
using namespace scripting;
using namespace scripting::api;
// *************************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);
//***** LOAD DEFAULT SCRIPTS
mprintf(("ADE: Loading default scripts...\n"));
load_default_script(L, "cfile_require.lua");
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),
[](char c) { return (char)::tolower(c); });
SCP_string rightStr(rightCmp);
std::transform(std::begin(rightStr), std::end(rightStr), std::begin(rightStr),
[](char c) { return (char)::tolower(c); });
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);
//***Version info
fprintf(fp, "<dd>Version: %s</dd>\n", LUA_RELEASE);
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);
}