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588 lines
14 KiB
C++
588 lines
14 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHScriptServer.cpp $
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// $Date: 2002/07/24 18:45:42 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHScriptServer.cpp,v $
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// Revision 1.3 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.2 2002/06/25 18:15:52 Flayra
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// - Some enhancements and bugfixes for tutorial
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//
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// Revision 1.1 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "../util/nowarnings.h"
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../dlls/cbase.h"
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#include "../dlls/player.h"
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#include "../dlls/weapons.h"
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#include "AvHScriptManager.h"
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#include "AvHGamerules.h"
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#include "../util/Checksum.h"
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#include "../util/STLUtil.h"
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#ifdef USE_LUA
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extern "C" {
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#include <lua.h>
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}
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static int errormessage(lua_State* inState)
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{
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const char *s = lua_tostring(inState, 1);
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if (s == NULL) s = "(no message)";
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char theErrorMessage[2048];
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sprintf(theErrorMessage, "Script error: %s\n", s);
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//fprintf(stderr, "error: %s\n", s);
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, theErrorMessage);
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return 0;
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}
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//static int execute(lua_State* inState)
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//{
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// // Lame hook to call into server tick
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// int theNumServerTicks = GetGameRules()->GetServerTick();
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//
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// lua_getglobal(inState, "serverTick");
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// lua_pushnumber(inState, theNumServerTicks);
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// lua_call(inState, 1, 0);
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//
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// return 0;
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//}
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/* a simple "print". based on the code in lbaselib.c */
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static int print(lua_State* inState)
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{
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int n = lua_gettop(inState);
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int i;
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string theString;
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for (i=1; i<=n; i++)
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{
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if (i>1) theString = "\t";
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if (lua_isstring(inState, i))
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theString += string(lua_tostring(inState, i));
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else
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{
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char theBuffer[512];
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sprintf(theBuffer, "%s:%p",lua_typename(inState, lua_type(inState, i)),lua_topointer(inState,i));
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theString += string(theBuffer);
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}
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}
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//theString += string("\n");
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, theString.c_str());
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return 0;
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}
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// inEntityIndex, returns x, y, z
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static int getPos(lua_State* inState)
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{
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int theNumReturned = 0;
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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// Return it's angle
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lua_pushnumber(inState, theEntity->pev->origin.x);
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lua_pushnumber(inState, theEntity->pev->origin.y);
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lua_pushnumber(inState, theEntity->pev->origin.z);
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theNumReturned = 3;
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}
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}
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return theNumReturned;
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}
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// inEntityIndex, x, y, z
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static int setPos(lua_State* inState)
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{
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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// Set it's position
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float theX = lua_tonumber(inState, 2);
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float theY = lua_tonumber(inState, 3);
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float theZ = lua_tonumber(inState, 4);
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theEntity->pev->origin = vec3_t(theX, theY, theZ);
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}
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}
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// Return true or false
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return 0;
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}
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// inEntityIndex, returns yaw, pitch, roll
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static int getAngles(lua_State* inState)
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{
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int theNumReturned = 0;
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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// Return it's angle
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lua_pushnumber(inState, theEntity->pev->angles.x);
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lua_pushnumber(inState, theEntity->pev->angles.y);
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lua_pushnumber(inState, theEntity->pev->angles.z);
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theNumReturned = 3;
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}
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}
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return theNumReturned;
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}
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// string inEntityName
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static int getEntityIndexWithName(lua_State* inState)
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{
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// Get entity name
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int theEntityIndex = -1;
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const char* theEntityName = lua_tostring(inState, 1);
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if(theEntityName)
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{
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CBaseEntity* theEntity = UTIL_FindEntityByTargetname(NULL, theEntityName);
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if(theEntity)
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{
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theEntityIndex = theEntity->entindex();
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}
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}
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lua_pushnumber(inState, theEntityIndex);
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return 1;
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}
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// string targetName, int entityIndexActivator, int entityIndexCaller, useType, value
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static int fireTargets(lua_State* inState)
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{
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int theNumArgs = lua_gettop(inState);
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if(theNumArgs == 5)
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{
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const char* theTargetName = lua_tostring(inState, 1);
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if(theTargetName)
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{
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int theActivatorIndex = lua_tonumber(inState, 2);
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int theCallerIndex = lua_tonumber(inState, 3);
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int theIntUseType = lua_tonumber(inState, 4);
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float theValue = lua_tonumber(inState, 5);
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// Trim to valid use types
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theIntUseType = min(max(theIntUseType, 0), 3);
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// Lookup entity indices (it's OK if either of these return NULL)
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CBaseEntity* theActivatorEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theActivatorIndex));
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CBaseEntity* theCallerEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theCallerIndex));
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USE_TYPE theUseType = USE_TYPE(theIntUseType);
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FireTargets(theTargetName, theActivatorEntity, theCallerEntity, theUseType, theValue);
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}
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}
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return 0;
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}
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// inEntityIndex, yaw, pitch, roll
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static int setAngles(lua_State* inState)
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{
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bool theSuccess = false;
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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// Return it's angle
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theEntity->pev->angles.x = lua_tonumber(inState, 2);
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theEntity->pev->angles.y = lua_tonumber(inState, 3);
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theEntity->pev->angles.z = lua_tonumber(inState, 4);
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theEntity->pev->fixangle = TRUE;
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theSuccess = true;
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}
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}
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lua_pushnumber(inState, theSuccess);
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return 1;
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}
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// int inEntityIndex, returns success, health
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static int getHealth(lua_State* inState)
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{
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bool theSuccess = false;
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float theHealth = -1;
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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theHealth = theEntity->pev->health;
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theSuccess = true;
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}
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}
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lua_pushnumber(inState, theSuccess);
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lua_pushnumber(inState, theHealth);
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return 2;
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}
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// int inEntityIndex, int inHealth
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static int setHealth(lua_State* inState)
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{
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bool theSuccess = false;
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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int theHealth = lua_tonumber(inState, 2);
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theEntity->pev->health = theHealth;
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theSuccess = true;
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}
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}
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lua_pushnumber(inState, theSuccess);
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return 1;
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}
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// int inEntityIndex, returns success, team
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static int getTeam(lua_State* inState)
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{
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bool theSuccess = false;
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int theTeam = 0;
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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theTeam = theEntity->pev->team;
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theSuccess = true;
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}
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}
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lua_pushnumber(inState, theSuccess);
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lua_pushnumber(inState, theTeam);
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return 2;
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}
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// takes filename, returns whether errors were encountered, returns whether checksums are identical or not
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static int compareWorldChecksum(lua_State* inState)
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{
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bool theSuccess = false;
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bool theChecksumsAreEqual = false;
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const char* theFileName = lua_tostring(inState, 1);
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Checksum theOldChecksum;
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theSuccess = theOldChecksum.ReadFromFile(theFileName);
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Checksum theNewChecksum;
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GetGameRules()->ComputeWorldChecksum(theNewChecksum);
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if(theSuccess)
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{
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StringList theErrors;
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theChecksumsAreEqual = theNewChecksum.Compare(theOldChecksum, theErrors);
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}
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// Return function success
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lua_pushnumber(inState, theSuccess);
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// Return checksums are equal
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lua_pushnumber(inState, theChecksumsAreEqual);
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return 2;
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}
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// takes filename, returns success
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static int saveWorldChecksum(lua_State* inState)
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{
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bool theSuccess = false;
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Checksum theChecksum;
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GetGameRules()->ComputeWorldChecksum(theChecksum);
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const char* theFileName = lua_tostring(inState, 1);
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theSuccess = theChecksum.SaveToFile(theFileName);
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// Return success
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lua_pushnumber(inState, theSuccess);
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return 1;
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}
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// int inEntityID, string itemName
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static int giveNamedItem(lua_State* inState)
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{
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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const char* theItemName = lua_tostring(inState, 2);
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if(theItemName != NULL)
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{
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thePlayer->GiveNamedItem(theItemName);
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}
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}
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}
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}
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return 0;
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}
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// int destination, string formattedString, returns success
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static int printMessage(lua_State* inState)
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{
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bool theSuccess = false;
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int theNumArgs = lua_gettop(inState);
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if(theNumArgs == 2)
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{
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int theMessageDest = lua_tonumber(inState, 1);
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ALERT_TYPE theAlertType = ALERT_TYPE(min(max(theMessageDest, 0), 5));
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const char* theFormattedCString = lua_tostring(inState, 2);
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if(theFormattedCString)
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{
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char theCharArray[kMaxStrLen];
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strcpy(theCharArray, theFormattedCString);
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ALERT(theAlertType, theCharArray);
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theSuccess = true;
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}
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}
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lua_pushnumber(inState, theSuccess);
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return 1;
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}
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// int thePlayerIndex, string string (in titles.txt), returns success
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static int sendMessage(lua_State* inState)
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{
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bool theSuccess = false;
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int theNumArgs = lua_gettop(inState);
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if(theNumArgs == 2)
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{
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int thePlayerIndex = lua_tonumber(inState, 1);
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const char* theCString = lua_tostring(inState, 2);
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if(theCString)
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{
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char theCharArray[kMaxStrLen];
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strcpy(theCharArray, theCString);
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(thePlayerIndex));
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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thePlayer->SendMessage(theCString, TOOLTIP);
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theSuccess = true;
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}
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}
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}
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}
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lua_pushnumber(inState, theSuccess);
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return 1;
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}
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// nothing passed in, nothing returned
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static int resetWorld(lua_State* inState)
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{
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GetGameRules()->DeleteAndResetEntities();
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return 0;
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}
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// plays a precached sound
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static int playSound(lua_State* inState)
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{
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int theNumArgs = lua_gettop(inState);
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if(theNumArgs >= 2)
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{
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int theEntIndex = lua_tonumber(inState, 1);
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const char* theSoundName = lua_tostring(inState, 2);
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theEntIndex));
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if(theEntity)
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{
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float theVolume = 1.0f;
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if(theNumArgs >= 3)
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{
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theVolume = lua_tonumber(inState, 3);
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}
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float theAttenuation = ATTN_NORM;
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if(theNumArgs >= 4)
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{
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theAttenuation = lua_tonumber(inState, 4);
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}
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EMIT_SOUND(theEntity->edict(), CHAN_AUTO, theSoundName, theVolume, theAttenuation);
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}
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}
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return 0;
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}
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// int playerIndex, string command
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static int serverCommand(lua_State* inState)
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{
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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const char* theServerCommand = lua_tostring(inState, 2);
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if(theServerCommand != NULL)
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{
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GetGameRules()->ClientCommand(thePlayer, theServerCommand);
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}
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}
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}
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}
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return 0;
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}
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static int runClientScript(lua_State* inState)
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{
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// Get entity index
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int theIndex = lua_tonumber(inState, 1);
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if(theIndex > 0)
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{
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// Look it up
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CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex));
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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const char* theScript = lua_tostring(inState, 2);
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if(theScript != NULL)
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{
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thePlayer->RunClientScript(theScript);
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}
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}
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}
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}
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return 0;
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}
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static int setServerVariable(lua_State* inState)
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{
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// Get variable name
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const char* theVariableName = lua_tostring(inState, 1);
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if(theVariableName)
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{
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float theValue = lua_tonumber(inState, 2);
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CVAR_SET_FLOAT(theVariableName, theValue);
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}
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return 0;
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}
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#endif
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void AvHScriptInstance::InitServer()
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{
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#ifdef USE_LUA
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//lua_register(this->mState, LUA_ERRORMESSAGE, errormessage);
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//lua_register(this->mState, "execute", execute);
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lua_register(this->mState, "print", print);
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lua_register(this->mState, "getAngles", getAngles);
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lua_register(this->mState, "setAngles", setAngles);
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lua_register(this->mState, "getEntityIndexWithName", getEntityIndexWithName);
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lua_register(this->mState, "fireTargets", fireTargets);
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lua_register(this->mState, "getPos", getPos);
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lua_register(this->mState, "setPos", setPos);
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|
|
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lua_register(this->mState, "getHealth", getHealth);
|
|
lua_register(this->mState, "setHealth", setHealth);
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|
|
|
lua_register(this->mState, "getTeam", getTeam);
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|
|
|
lua_register(this->mState, "compareWorldChecksum", compareWorldChecksum);
|
|
lua_register(this->mState, "saveWorldChecksum", saveWorldChecksum);
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|
|
|
lua_register(this->mState, "printMessage", printMessage);
|
|
lua_register(this->mState, "sendMessage", sendMessage);
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|
|
lua_register(this->mState, "giveNamedItem", giveNamedItem);
|
|
lua_register(this->mState, "playSound", playSound);
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|
lua_register(this->mState, "resetWorld", resetWorld);
|
|
lua_register(this->mState, "serverCommand", serverCommand);
|
|
lua_register(this->mState, "runClientScript", runClientScript);
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|
|
|
lua_register(this->mState, "setServerVariable", setServerVariable);
|
|
#endif
|
|
}
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