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https://github.com/scp-fs2open/fs2open.github.com.git
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This adds a Lua API for representing asynchronous operations and running coroutines based on those operations comfortably. This is very similar to features other languages have introduced such as C# or JavaScript. In fact, the whole "promise" thing is derived from how JavaScript represents these operations. This is the initial and very basic system for supporting async coroutines in Lua. There is no native support for running these operations at specific points (they run whenever the awaited promise resolved) or making sure they do not leak through different game states.
460 lines
10 KiB
C++
460 lines
10 KiB
C++
#ifndef _SCRIPTING_H
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#define _SCRIPTING_H
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#include "globalincs/globals.h"
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#include "globalincs/pstypes.h"
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#include "graphics/2d.h"
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#include "scripting/ade_args.h"
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#include "scripting/lua/LuaFunction.h"
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#include "utils/event.h"
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#include <cstdio>
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//**********Scripting languages that are possible
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#define SC_LUA (1<<0)
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//*************************Scripting structs*************************
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#define SCRIPT_END_LIST NULL
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struct image_desc
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{
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char fname[MAX_FILENAME_LEN];
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int handle;
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};
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struct script_function {
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int language = 0;
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luacpp::LuaFunction function;
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};
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//-WMC
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struct script_hook
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{
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//Override
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script_function override_function;
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//Actual hook
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script_function hook_function;
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};
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extern bool script_hook_valid(script_hook *hook);
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//**********Main Conditional Hook stuff
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#define MAX_HOOK_CONDITIONS 8
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// Conditionals
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enum ConditionalType {
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CHC_NONE = -1,
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CHC_MISSION = 0,
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CHC_SHIP = 1,
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CHC_SHIPCLASS = 2,
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CHC_SHIPTYPE = 3,
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CHC_STATE = 4,
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CHC_CAMPAIGN = 5,
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CHC_WEAPONCLASS = 6,
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CHC_OBJECTTYPE = 7,
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CHC_KEYPRESS = 8,
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CHC_ACTION = 9,
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CHC_VERSION = 10,
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CHC_APPLICATION = 11,
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};
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//Actions
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enum ConditionalActions : int32_t {
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CHA_NONE = -1,
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CHA_DEATH,
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CHA_ONFRAME,
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CHA_COLLIDESHIP,
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CHA_COLLIDEWEAPON,
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CHA_COLLIDEDEBRIS,
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CHA_COLLIDEASTEROID,
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CHA_HUDDRAW,
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CHA_OBJECTRENDER,
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CHA_SPLASHSCREEN,
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CHA_GAMEINIT,
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CHA_MISSIONSTART,
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CHA_MISSIONEND,
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CHA_MOUSEMOVED,
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CHA_MOUSEPRESSED,
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CHA_MOUSERELEASED,
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CHA_KEYPRESSED,
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CHA_KEYRELEASED,
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CHA_ONSTATESTART,
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CHA_ONSTATEEND,
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CHA_ONWEAPONDELETE,
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CHA_ONWPEQUIPPED,
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CHA_ONWPFIRED,
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CHA_ONWPSELECTED,
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CHA_ONWPDESELECTED,
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CHA_GAMEPLAYSTART,
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CHA_ONTURRETFIRED,
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CHA_PRIMARYFIRE,
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CHA_SECONDARYFIRE,
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CHA_ONSHIPARRIVE,
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CHA_COLLIDEBEAM,
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CHA_ONACTION,
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CHA_ONACTIONSTOPPED,
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CHA_MSGRECEIVED,
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CHA_HUDMSGRECEIVED,
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CHA_AFTERBURNSTART,
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CHA_AFTERBURNEND,
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CHA_BEAMFIRE,
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CHA_SIMULATION,
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CHA_LOADSCREEN,
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CHA_CMISSIONACCEPT,
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CHA_ONSHIPDEPART,
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CHA_ONWEAPONCREATED,
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CHA_ONWAYPOINTSDONE,
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CHA_ONSUBSYSDEATH,
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CHA_ONGOALSCLEARED,
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CHA_ONBRIEFSTAGE,
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CHA_LAST = CHA_ONBRIEFSTAGE,
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};
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// management stuff
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void scripting_state_init();
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void scripting_state_close();
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void scripting_state_do_frame(float frametime);
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int32_t scripting_string_to_action(const char* action);
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ConditionalType scripting_string_to_condition(const char* condition);
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struct script_condition
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{
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ConditionalType condition_type = CHC_NONE;
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SCP_string condition_string;
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};
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struct script_action
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{
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int32_t action_type {CHA_NONE};
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script_hook hook;
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};
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class ConditionedHook
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{
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private:
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SCP_vector<script_action> Actions;
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script_condition Conditions[MAX_HOOK_CONDITIONS];
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public:
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bool AddCondition(script_condition *sc);
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bool AddAction(script_action *sa);
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bool ConditionsValid(int action, class object *objp=NULL, int more_data = 0);
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bool IsOverride(class script_state *sys, int action);
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bool Run(class script_state* sys, int action);
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};
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enum class ElementType {
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Unknown,
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Library,
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Class,
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Function,
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Operator,
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Property,
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};
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struct HookVariableDocumentation {
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const char* name = nullptr;
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scripting::ade_type_info type;
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const char* description = nullptr;
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HookVariableDocumentation(const char* name_, scripting::ade_type_info type_, const char* description_);
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};
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struct DocumentationElement {
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ElementType type = ElementType::Unknown;
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SCP_string name;
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SCP_string shortName;
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SCP_string description;
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SCP_vector<std::unique_ptr<DocumentationElement>> children;
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};
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struct DocumentationElementClass : public DocumentationElement {
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SCP_string superClass;
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};
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struct DocumentationElementProperty : public DocumentationElement {
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scripting::ade_type_info getterType;
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SCP_string setterType;
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SCP_string returnDocumentation;
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};
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struct DocumentationElementFunction : public DocumentationElement {
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scripting::ade_type_info returnType;
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SCP_string parameters;
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SCP_string returnDocumentation;
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};
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struct DocumentationEnum {
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SCP_string name;
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int value;
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};
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struct DocumentationAction {
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SCP_string name;
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SCP_string description;
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SCP_vector<HookVariableDocumentation> parameters;
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bool overridable;
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};
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struct ScriptingDocumentation {
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SCP_vector<SCP_string> conditions;
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SCP_vector<HookVariableDocumentation> globalVariables;
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SCP_vector<DocumentationAction> actions;
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SCP_vector<std::unique_ptr<DocumentationElement>> elements;
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SCP_vector<DocumentationEnum> enumerations;
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};
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//**********Main script_state function
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class script_state
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{
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private:
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char StateName[32];
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int Langs;
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struct lua_State *LuaState;
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const struct script_lua_lib_list *LuaLibs;
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//Utility variables
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SCP_vector<image_desc> ScriptImages;
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SCP_vector<ConditionedHook> ConditionalHooks;
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SCP_vector<script_function> GameInitFunctions;
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private:
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void ParseChunkSub(script_function& out_func, const char* debug_str=NULL);
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void SetLuaSession(struct lua_State *L);
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void OutputLuaMeta(FILE *fp);
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void OutputLuaDocumentation(ScriptingDocumentation& doc);
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//Lua private helper functions
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bool OpenHookVarTable();
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bool CloseHookVarTable();
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//Internal Lua helper functions
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void EndLuaFrame();
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public:
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//***Init/Deinit
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script_state(const char *name);
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script_state(const script_state&) = delete;
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script_state& operator=(script_state &i) = delete;
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~script_state();
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/**
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* @brief Resets the lua state and frees all resources
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*/
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void Clear();
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//***Internal scripting stuff
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int LoadBm(const char* name);
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void UnloadImages();
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lua_State *GetLuaSession(){return LuaState;}
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//***Init functions for langs
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int CreateLuaState();
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//***Get data
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ScriptingDocumentation OutputDocumentation();
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int OutputMeta(const char *filename);
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//***Moves data
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//void MoveData(script_state &in);
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template<typename T>
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void SetHookVar(const char *name, char format, T&& value);
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void SetHookObject(const char *name, object *objp);
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void SetHookObjects(int num, ...);
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void RemHookVar(const char *name);
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void RemHookVars(unsigned int num, ...);
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//***Hook creation functions
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template <typename T>
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bool EvalStringWithReturn(const char* string, const char* format = nullptr, T* rtn = NULL,
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const char* debug_str = nullptr);
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bool EvalString(const char* string, const char* debug_str = nullptr);
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void ParseChunk(script_hook *dest, const char* debug_str=NULL);
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void ParseGlobalChunk(ConditionalActions hookType, const char* debug_str=nullptr);
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bool ParseCondition(const char *filename="<Unknown>");
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void AddConditionedHook(ConditionedHook hook);
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void AddGameInitFunction(script_function func);
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//***Hook running functions
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template <typename T>
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int RunBytecode(script_function& hd, char format = '\0', T* data = nullptr);
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int RunBytecode(script_function& hd);
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bool IsOverride(script_hook &hd);
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int RunCondition(int condition, object* objp = nullptr, int more_data = 0);
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bool IsConditionOverride(int action, object *objp=NULL);
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void RunInitFunctions();
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//*****Other functions
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void EndFrame();
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util::event<void, lua_State*> OnStateDestroy;
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};
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template<typename T>
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void script_state::SetHookVar(const char *name, char format, T&& value)
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{
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if(format == '\0')
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return;
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if(LuaState != nullptr)
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{
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char fmt[2] = {format, '\0'};
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//Get ScriptVar table
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if(this->OpenHookVarTable())
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{
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int amt_ldx = lua_gettop(LuaState);
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lua_pushstring(LuaState, name);
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scripting::ade_set_args(LuaState, fmt, std::forward<T>(value));
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//--------------------
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//WMC - This was a separate function
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//lua_set_arg(LuaState, format, data);
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//WMC - switch to the scripting library
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//lua_setglobal(LuaState, name);
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lua_rawset(LuaState, amt_ldx);
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//Close hook var table
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this->CloseHookVarTable();
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}
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else
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{
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LuaError(LuaState, "Could not get HookVariable library to set hook variable '%s'", name);
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}
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}
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}
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template <typename T>
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bool script_state::EvalStringWithReturn(const char* string, const char* format, T* rtn, const char* debug_str)
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{
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using namespace luacpp;
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size_t string_size = strlen(string);
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char lastchar = string[string_size - 1];
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if (string[0] == '{') {
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return false;
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}
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if (string[0] == '[' && lastchar != ']') {
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return false;
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}
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size_t s_bufSize = string_size + 8;
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std::string s;
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s.reserve(s_bufSize);
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if (string[0] != '[') {
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if (rtn != nullptr) {
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s = "return ";
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}
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s += string;
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} else {
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s.assign(string + 1, string + string_size);
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}
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SCP_string debug_name;
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if (debug_str == nullptr) {
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debug_name = "String: ";
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debug_name += s;
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} else {
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debug_name = debug_str;
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}
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try {
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auto function = LuaFunction::createFromCode(LuaState, s, debug_name);
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function.setErrorFunction(LuaFunction::createFromCFunction(LuaState, scripting::ade_friendly_error));
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try {
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auto ret = function.call();
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if (rtn != nullptr && ret.size() >= 1) {
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auto stack_start = lua_gettop(LuaState);
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auto val = ret.front();
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val.pushValue(LuaState);
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scripting::internal::Ade_get_args_skip = stack_start;
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scripting::internal::Ade_get_args_lfunction = true;
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scripting::ade_get_args(LuaState, format, rtn);
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scripting::internal::Ade_get_args_skip = 0;
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scripting::internal::Ade_get_args_lfunction = false;
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}
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} catch (const LuaException&) {
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return false;
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}
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} catch (const LuaException& e) {
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LuaError(GetLuaSession(), "%s", e.what());
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return false;
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}
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return true;
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}
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template <typename T>
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int script_state::RunBytecode(script_function& hd, char format, T* data)
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{
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using namespace luacpp;
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if (!hd.function.isValid()) {
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return 1;
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}
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GR_DEBUG_SCOPE("Lua code");
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try {
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auto ret = hd.function.call();
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if (data != nullptr && ret.size() >= 1) {
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auto stack_start = lua_gettop(LuaState);
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auto val = ret.front();
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val.pushValue(LuaState);
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char fmt[2] = {format, '\0'};
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scripting::internal::Ade_get_args_skip = stack_start;
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scripting::internal::Ade_get_args_lfunction = true;
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scripting::ade_get_args(LuaState, fmt, data);
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scripting::internal::Ade_get_args_skip = 0;
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scripting::internal::Ade_get_args_lfunction = false;
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}
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} catch (const LuaException&) {
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return 0;
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}
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return 1;
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}
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//**********Script registration functions
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void script_init();
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//**********Script globals
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extern class script_state Script_system;
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extern bool Output_scripting_meta;
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extern bool Output_scripting_json;
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//*************************Conditional scripting*************************
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#endif //_SCRIPTING_H
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