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fteqw/engine/server/pr_lua.c

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rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#include "quakedef.h"
#ifdef VM_LUA
#include "pr_common.h"
#include "hash.h"
#define luagloballist \
globalentity (true, self) \
globalentity (true, other) \
globalentity (true, world) \
globalfloat (true, time) \
globalfloat (true, frametime) \
globalentity (false, newmis) \
globalfloat (false, force_retouch) \
globalstring (true, mapname) \
globalfloat (false, deathmatch) \
globalfloat (false, coop) \
globalfloat (false, teamplay) \
globalfloat (true, serverflags) \
globalfloat (false, dimension_send) \
globalfloat (false, physics_mode) \
globalfloat (true, total_secrets) \
globalfloat (true, total_monsters) \
globalfloat (true, found_secrets) \
globalfloat (true, killed_monsters) \
globalvec (true, v_forward) \
globalvec (true, v_up) \
globalvec (true, v_right) \
globalfloat (true, trace_allsolid) \
globalfloat (true, trace_startsolid) \
globalfloat (true, trace_fraction) \
globalvec (true, trace_endpos) \
globalvec (true, trace_plane_normal) \
globalfloat (true, trace_plane_dist) \
globalentity (true, trace_ent) \
globalfloat (true, trace_inopen) \
globalfloat (true, trace_inwater) \
globalfloat (false, trace_endcontentsf) \
globalint (false, trace_endcontentsi) \
globalfloat (false, trace_surfaceflagsf) \
globalint (false, trace_surfaceflagsi) \
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
globalfloat (false, cycle_wrapped) \
globalentity (false, msg_entity) \
globalfunc (false, main) \
globalfunc (true, StartFrame) \
globalfunc (true, PlayerPreThink) \
globalfunc (true, PlayerPostThink) \
globalfunc (true, ClientKill) \
globalfunc (true, ClientConnect) \
globalfunc (true, PutClientInServer) \
globalfunc (true, ClientDisconnect) \
globalfunc (false, SetNewParms) \
globalfunc (false, SetChangeParms)
//any globals or functions that the server might want access to need to be known also.
#define luaextragloballist \
globalstring (true, startspot) \
globalstring (true, ClientReEnter)
typedef struct
{
#define globalentity(required, name) int name;
#define globalint(required, name) int name;
#define globalfloat(required, name) float name;
#define globalstring(required, name) string_t name;
#define globalvec(required, name) vec3_t name;
#define globalfunc(required, name) int name;
luagloballist
luaextragloballist
#undef globalentity
#undef globalint
#undef globalfloat
#undef globalstring
#undef globalvec
#undef globalfunc
} luaglobalvars_t;
typedef struct
{
int type;
ptrdiff_t offset;
char *name;
bucket_t buck;
} luafld_t;
typedef struct lua_State lua_State;
typedef void *(QDECL *lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
typedef const char *(QDECL *lua_Reader)(lua_State *L, void *data, size_t *size);
typedef int (QDECL *lua_CFunction) (lua_State *L);
typedef double lua_Number;
typedef int lua_Integer;
//I'm using this struct for all the global stuff.
static struct
{
lua_State *ctx;
char readbuf[1024];
pubprogfuncs_t progfuncs;
progexterns_t progfuncsparms;
edict_t **edicttable;
unsigned int maxedicts;
luaglobalvars_t globals; //internal global structure
hashtable_t globalfields; //name->luafld_t
luafld_t globflds[1024]; //fld->offset+type
hashtable_t entityfields; //name->luafld_t
luafld_t entflds[1024]; //fld->offset+type
qboolean triedlib;
dllhandle_t lib;
lua_State * (QDECL *newstate) (lua_Alloc f, void *ud);
lua_CFunction (QDECL *atpanic) (lua_State *L, lua_CFunction panicf);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void (QDECL *close) (lua_State *L);
int (QDECL *load) (lua_State *L, lua_Reader reader, void *dt, const char *chunkname, const char *mode);
int (QDECL *pcallk) (lua_State *L, int nargs, int nresults, int errfunc, int ctx, lua_CFunction k);
void (QDECL *callk) (lua_State *L, int nargs, int nresults, int ctx, lua_CFunction k);
void (QDECL *getfield) (lua_State *L, int idx, const char *k);
void (QDECL *setfield) (lua_State *L, int idx, const char *k);
void (QDECL *gettable) (lua_State *L, int idx);
void (QDECL *settable) (lua_State *L, int idx);
void (QDECL *getglobal) (lua_State *L, const char *var);
void (QDECL *setglobal) (lua_State *L, const char *var);
int (QDECL *error) (lua_State *L);
int (QDECL *type) (lua_State *L, int idx);
const char *(QDECL *typename) (lua_State *L, int tp);
void (QDECL *rawget) (lua_State *L, int idx);
void (QDECL *rawset) (lua_State *L, int idx);
void (QDECL *createtable) (lua_State *L, int narr, int nrec);
int (QDECL *setmetatable) (lua_State *L, int objindex);
void *(QDECL *newuserdata) (lua_State *L, size_t usize);
void (QDECL *replace) (lua_State *L, int idx);
int (QDECL *gettop) (lua_State *L);
int (QDECL *settop) (lua_State *L, int idx);
void (QDECL *pushboolean) (lua_State *L, int b);
void (QDECL *pushnil) (lua_State *L);
void (QDECL *pushnumber) (lua_State *L, lua_Number n);
void (QDECL *pushinteger) (lua_State *L, lua_Integer n);
void (QDECL *pushvalue) (lua_State *L, int idx);
void (QDECL *pushcclosure) (lua_State *L, lua_CFunction fn, int n);
const char * (QDECL *pushfstring) (lua_State *L, const char *fmt, ...);
void (QDECL *pushlightuserdata) (lua_State *L, void *p);
const char * (QDECL *tolstring) (lua_State *L, int idx, size_t *len);
int (QDECL *toboolean) (lua_State *L, int idx);
lua_Number (QDECL *tonumberx) (lua_State *L, int idx, int *isnum);
lua_Integer (QDECL *tointegerx) (lua_State *L, int idx, int *isnum);
const void *(QDECL *topointer) (lua_State *L, int idx);
void *(QDECL *touserdata) (lua_State *L, int idx);
int (QDECL *Lcallmeta) (lua_State *L, int obj, const char *e);
int (QDECL *Lnewmetatable) (lua_State *L, const char *tname);
} lua;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#define pcall(L,n,r,f) pcallk(L, (n), (r), (f), 0, NULL)
#define call(L,n,r) callk(L, (n), (r), 0, NULL)
#define pop(L,n) settop(L, -(n)-1)
#define pushstring(L,s) pushfstring(L,"%s",s)
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#define LUA_NUMTAGS 9
#define LUA_REGISTRYINDEX (-1000000 - 1000)
static qboolean init_lua(void)
{
if (!lua.triedlib)
{
dllfunction_t luafuncs[] =
{
{(void*)&lua.newstate, "lua_newstate"},
{(void*)&lua.atpanic, "lua_atpanic"},
{(void*)&lua.close, "lua_close"},
{(void*)&lua.load, "lua_load"},
{(void*)&lua.pcallk, "lua_pcallk"},
{(void*)&lua.callk, "lua_callk"},
{(void*)&lua.getfield, "lua_getfield"},
{(void*)&lua.setfield, "lua_setfield"},
{(void*)&lua.gettable, "lua_gettable"},
{(void*)&lua.settable, "lua_settable"},
{(void*)&lua.getglobal, "lua_getglobal"},
{(void*)&lua.setglobal, "lua_setglobal"},
{(void*)&lua.error, "lua_error"},
{(void*)&lua.type, "lua_type"},
{(void*)&lua.typename, "lua_typename"},
{(void*)&lua.rawget, "lua_rawget"},
{(void*)&lua.rawset, "lua_rawset"},
{(void*)&lua.createtable, "lua_createtable"},
{(void*)&lua.setmetatable, "lua_setmetatable"},
{(void*)&lua.newuserdata, "lua_newuserdata"},
{(void*)&lua.replace, "lua_replace"},
{(void*)&lua.gettop, "lua_gettop"},
{(void*)&lua.settop, "lua_settop"},
{(void*)&lua.pushboolean, "lua_pushboolean"},
{(void*)&lua.pushnil, "lua_pushnil"},
{(void*)&lua.pushnumber, "lua_pushnumber"},
{(void*)&lua.pushinteger, "lua_pushinteger"},
{(void*)&lua.pushvalue, "lua_pushvalue"},
{(void*)&lua.pushcclosure, "lua_pushcclosure"},
{(void*)&lua.pushfstring, "lua_pushfstring"},
{(void*)&lua.pushlightuserdata, "lua_pushlightuserdata"},
{(void*)&lua.tolstring, "lua_tolstring"},
{(void*)&lua.toboolean, "lua_toboolean"},
{(void*)&lua.tonumberx, "lua_tonumberx"},
{(void*)&lua.tointegerx, "lua_tointegerx"},
{(void*)&lua.topointer, "lua_topointer"},
{(void*)&lua.touserdata, "lua_touserdata"},
{(void*)&lua.Lcallmeta, "luaL_callmeta"},
{(void*)&lua.Lnewmetatable, "luaL_newmetatable"},
{NULL, NULL}
};
lua.triedlib = true;
lua.lib = Sys_LoadLibrary("lua52", luafuncs);
}
if (!lua.lib)
return false;
return true;
}
static void *my_lua_alloc (void *ud, void *ptr, size_t osize, size_t nsize)
{
if (nsize == 0)
{
free(ptr);
return NULL;
}
else
return realloc(ptr, nsize);
}
const char * my_lua_Reader(lua_State *L, void *data, size_t *size)
{
vfsfile_t *f = data;
*size = VFS_READ(f, lua.readbuf, sizeof(lua.readbuf));
return lua.readbuf;
}
//replace lua's standard 'print' function to use the console instead of stdout. intended to use the same linebreak rules.
static int my_lua_print(lua_State *L)
{
//the problem is that we can only really accept strings here.
//so lets just use the tostring function to make sure things are actually readable as strings.
int args = lua.gettop(L);
int i;
const char *s;
lua.getglobal(L, "tostring");
//args now start at 1
for(i = 1; i <= args; i++)
{
lua.pushvalue(L, -1);
lua.pushvalue(L, i);
lua.pcall(L, 1, 1, 0); //pops args+func
s = lua.tolstring(L, -1, NULL);
if(s == NULL)
s = "?";
if(i > 1) Con_Printf("\t");
Con_Printf("%s", s);
lua.pop(L, 1); //pop our lstring
};
lua.pop(L, 1); //pop the cached tostring.
Con_Printf("\n");
return 0;
};
//more like quakec's print
static int my_lua_conprint(lua_State *L)
{
//the problem is that we can only really accept strings here.
//so lets just use the tostring function to make sure things are actually readable as strings.
int args = lua.gettop(L);
int i;
const char *s;
lua.getglobal(L, "tostring");
//args start at stack index 1
for(i = 1; i <= args; i++)
{
lua.pushvalue(L, -1); //dupe the tostring
lua.pushvalue(L, i); //dupe the argument
lua.pcall(L, 1, 1, 0); //pops args+func, pushes the string result
s = lua.tolstring(L, -1, NULL);
if(s == NULL)
s = "?";
Con_Printf("%s", s);
lua.pop(L, 1); //pop our lstring
};
lua.pop(L, 1); //pop the cached tostring.
return 0;
};
static int bi_lua_dprint(lua_State *L)
{
if (!developer.ival)
return 0;
return my_lua_conprint(L);
}
//taken from lua's baselib.c, with dependancies reduced a little.
static int my_lua_tostring(lua_State *L)
{
// if (lua.type(L, 1) == LUA_TNONE)
// luaL_argerror(L, narg, "value expected");
if (lua.Lcallmeta(L, 1, "__tostring"))
return 1;
switch (lua.type(L, 1))
{
case LUA_TNUMBER:
lua.pushfstring(L, lua.tolstring(L, 1, NULL));
break;
case LUA_TSTRING:
lua.pushvalue(L, 1);
break;
case LUA_TBOOLEAN:
lua.pushstring(L, (lua.toboolean(L, 1) ? "true" : "false"));
break;
case LUA_TNIL:
lua.pushstring(L, "nil");
break;
case LUA_TTABLE:
//special check for things that look like vectors.
lua.getfield(L, 1, "x");
lua.getfield(L, 1, "y");
lua.getfield(L, 1, "z");
if (lua.type(L, -3) == LUA_TNUMBER && lua.type(L, -2) == LUA_TNUMBER && lua.type(L, -1) == LUA_TNUMBER)
{
lua.pushfstring(L, "'%g %g %g'", lua.tonumberx(L, -3, NULL), lua.tonumberx(L, -2, NULL), lua.tonumberx(L, -1, NULL));
return 1;
}
//fallthrough
default:
lua.pushfstring(L, "%s: %p", lua.typename(L, lua.type(L, 1)), lua.topointer(L, 1));
break;
}
return 1;
}
static int my_lua_panic(lua_State *L)
{
const char *s = lua.tolstring(L, -1, NULL);
Sys_Error("lua error: %s", s);
}
static int my_lua_entity_eq(lua_State *L)
{
//table1=1
//table2=2
unsigned int entnum1, entnum2;
lua.getfield(L, 1, "entnum");
entnum1 = lua.tointegerx(L, -1, NULL);
lua.getfield(L, 2, "entnum");
entnum2 = lua.tointegerx(L, -1, NULL);
lua.pop(L, 2);
lua.pushboolean(L, entnum1 == entnum2);
return 1;
}
static int my_lua_entity_tostring(lua_State *L)
{
//table=1
unsigned int entnum;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
lua.pop(L, 1);
lua.pushstring(L, va("entity: %u", entnum));
return 1;
}
static void lua_readvector(lua_State *L, int idx, float *result)
{
switch(lua.type(L, idx))
{
case LUA_TSTRING:
{
//we parse strings primnarily for easy .ent(or bsp) loading support.
const char *str = lua.tolstring(L, idx, NULL);
str = COM_Parse(str);
result[0] = atof(com_token);
str = COM_Parse(str);
result[1] = atof(com_token);
str = COM_Parse(str);
result[2] = atof(com_token);
}
break;
case LUA_TTABLE:
lua.getfield(L, idx, "x");
result[0] = lua.tonumberx(L, -1, NULL);
lua.getfield(L, idx, "y");
result[1] = lua.tonumberx(L, -1, NULL);
lua.getfield(L, idx, "z");
result[2] = lua.tonumberx(L, -1, NULL);
lua.pop(L, 3);
break;
case LUA_TNIL:
result[0] = 0;
result[1] = 0;
result[2] = 0;
break;
default:
Con_Printf("Expected vector, got something that wasn't\n");
}
}
static int my_lua_entity_set(lua_State *L) //__newindex
{
// Con_Printf("lua_entity_set: ");
// my_lua_print(L);
//table=1
//key=2
//value=3
if (lua.type(L, 2) == LUA_TSTRING)
{
const char *s = lua.tolstring(L, 2, NULL);
luafld_t *fld = Hash_GetInsensitive(&lua.entityfields, s);
eval_t *eval;
unsigned int entnum;
if (fld)
{
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
lua.pop(L, 1);
if (entnum < lua.maxedicts && lua.edicttable[entnum] && !lua.edicttable[entnum]->isfree)
{
eval = (eval_t*)((char*)lua.edicttable[entnum]->v + fld->offset);
switch(fld->type)
{
case ev_float:
eval->_float = lua.tonumberx(L, 3, NULL);
return 0;
case ev_vector:
lua_readvector(L, 3, eval->_vector);
return 0;
case ev_integer:
eval->_int = lua.tointegerx(L, 3, NULL);
return 0;
case ev_function:
if (lua.type(L, 3) == LUA_TNIL)
eval->function = 0; //so the engine can distinguish between nil and not.
else
eval->function = fld->offset | ((entnum+1)<<10);
lua.pushlightuserdata(L, (void *)fld->offset); //execute only knows a function id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawset(L, 1);
return 0;
case ev_string:
if (lua.type(L, 3) == LUA_TNIL)
eval->string = 0; //so the engine can distinguish between nil and not.
else
eval->string = fld->offset | ((entnum+1)<<10);
lua.pushlightuserdata(L, (void *)fld->offset); //execute only knows a string id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawset(L, 1);
return 0;
case ev_entity:
//read the table's entnum field so we know which one its meant to be.
lua.getfield(L, 3, "entnum");
eval->edict = lua.tointegerx(L, -1, NULL);
return 0;
}
}
}
}
lua.rawset(L, 1);
return 0;
}
static int my_lua_entity_get(lua_State *L) //__index
{
// Con_Printf("lua_entity_get: ");
// my_lua_print(L);
//table=1
//key=2
if (lua.type(L, 2) == LUA_TSTRING)
{
const char *s = lua.tolstring(L, 2, NULL);
luafld_t *fld = Hash_GetInsensitive(&lua.entityfields, s);
eval_t *eval;
int entnum;
if (fld)
{
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
lua.pop(L, 1);
if (entnum < lua.maxedicts && lua.edicttable[entnum])// && !lua.edicttable[entnum]->isfree)
{
eval = (eval_t*)((char*)lua.edicttable[entnum]->v + fld->offset);
switch(fld->type)
{
case ev_float:
lua.pushnumber(L, eval->_float);
return 1;
case ev_integer:
lua.pushinteger(L, eval->_int);
return 1;
case ev_vector:
lua.createtable(L, 0, 0);
//FIXME: should provide a metatable with a __tostring
lua.pushnumber(L, eval->_vector[0]);
lua.setfield (L, -2, "x");
lua.pushnumber(L, eval->_vector[1]);
lua.setfield (L, -2, "y");
lua.pushnumber(L, eval->_vector[2]);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
lua.setfield (L, -2, "z");
return 1;
case ev_function:
case ev_string:
lua.pushlightuserdata(L, (void *)(eval->function & 1023)); //execute only knows a function id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawget(L, 1);
return 1;
case ev_entity:
//return the table for the entity via the lua registry.
lua.pushlightuserdata(lua.ctx, lua.edicttable[eval->edict]);
lua.gettable(lua.ctx, LUA_REGISTRYINDEX);
return 1;
}
}
}
}
//make sure it exists so we don't get called constantly if code loops through stuff that wasn't set.
// lua.pushstring(L, "nil");
lua.rawget(L, 1);
return 1;
}
static int my_lua_global_set(lua_State *L) //__newindex
{
// Con_Printf("my_lua_global_set: ");
// my_lua_print(L);
//table=1
//key=2
//value=3
if (lua.type(L, 2) == LUA_TSTRING)
{
const char *s = lua.tolstring(L, 2, NULL);
luafld_t *fld = Hash_GetInsensitive(&lua.globalfields, s);
eval_t *eval;
if (fld)
{
eval = (eval_t*)((char*)&lua.globals + fld->offset);
switch(fld->type)
{
case ev_float:
eval->_float = lua.tonumberx(L, 3, NULL);
return 0;
case ev_vector:
lua.getfield(L, 3, "x");
eval->_vector[0] = lua.tonumberx(L, -1, NULL);
lua.getfield(L, 3, "y");
eval->_vector[1] = lua.tonumberx(L, -1, NULL);
lua.getfield(L, 3, "z");
eval->_vector[2] = lua.tonumberx(L, -1, NULL);
return 0;
case ev_integer:
eval->_int = lua.tointegerx(L, 3, NULL);
return 0;
case ev_function:
if (lua.type(L, 3) == LUA_TNIL)
eval->function = 0; //so the engine can distinguish between nil and not.
else
eval->function = fld->offset;
lua.pushlightuserdata(L, (void *)fld->offset); //execute only knows a function id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawset(L, 1);
return 0;
case ev_string:
if (lua.type(L, 3) == LUA_TNIL)
eval->string = 0; //so the engine can distinguish between nil and not.
else
eval->string = fld->offset;
lua.pushlightuserdata(L, (void *)fld->offset); //execute only knows a string id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawset(L, 1);
return 0;
case ev_entity:
//read the table's entnum field so we know which one its meant to be.
lua.getfield(L, 3, "entnum");
eval->edict = lua.tointegerx(L, -1, NULL);
return 0;
}
}
}
lua.rawset(L, 1);
return 0;
}
static int my_lua_global_get(lua_State *L) //__index
{
// Con_Printf("my_lua_global_get: ");
// my_lua_print(L);
//table=1
//key=2
if (lua.type(L, 2) == LUA_TSTRING)
{
const char *s = lua.tolstring(L, 2, NULL);
luafld_t *fld = Hash_GetInsensitive(&lua.globalfields, s);
eval_t *eval;
if (fld)
{
eval = (eval_t*)((char*)&lua.globals + fld->offset);
switch(fld->type)
{
case ev_float:
lua.pushnumber(L, eval->_float);
return 1;
case ev_function:
lua.pushlightuserdata(L, (void *)eval->function); //execute only knows a function id, so we need to translate the store to match.
lua.replace(L, 2);
lua.rawget(L, 1);
return 1;
case ev_entity:
//return the table for the entity via the lua registry.
lua.pushlightuserdata(lua.ctx, lua.edicttable[eval->edict]);
lua.gettable(lua.ctx, LUA_REGISTRYINDEX);
return 1;
}
}
}
//make sure it exists so we don't get called constantly if code loops through stuff that wasn't set.
// lua.pushstring(L, "nil");
lua.rawget(L, 1);
return 1;
}
static int bi_lua_setmodel(lua_State *L)
{
int entnum;
edict_t *e;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
e = (entnum>=lua.maxedicts)?NULL:lua.edicttable[entnum];
PF_setmodel_Internal(&lua.progfuncs, e, lua.tolstring(L, 2, NULL));
return 0;
}
static int bi_lua_precache_model(lua_State *L)
{
PF_precache_model_Internal(&lua.progfuncs, lua.tolstring(L, 1, NULL), false);
return 0;
}
static int bi_lua_precache_sound(lua_State *L)
{
PF_precache_sound_Internal(&lua.progfuncs, lua.tolstring(L, 1, NULL));
return 0;
}
static int bi_lua_lightstyle(lua_State *L)
{
vec3_t rgb;
lua_readvector(L, 3, rgb);
PF_applylightstyle(lua.tointegerx(L, 1, NULL), lua.tolstring(L, 2, NULL), rgb);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return 0;
}
static int bi_lua_spawn(lua_State *L)
{
edict_t *e = lua.progfuncs.EntAlloc(&lua.progfuncs);
if (e)
{
lua.pushlightuserdata(L, e);
lua.gettable(L, LUA_REGISTRYINDEX);
}
else
lua.pushnil(L);
return 1;
}
static int bi_lua_remove(lua_State *L)
{
int entnum;
edict_t *e;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
e = (entnum>=lua.maxedicts)?NULL:lua.edicttable[entnum];
if (e)
lua.progfuncs.EntFree(&lua.progfuncs, e);
return 0;
}
static int bi_lua_setorigin(lua_State *L)
{
edict_t *e;
lua.getfield(L, 1, "entnum");
e = EDICT_NUM((&lua.progfuncs), lua.tointegerx(L, -1, NULL));
lua_readvector(L, 2, e->v->origin);
World_LinkEdict (&sv.world, (wedict_t*)e, false);
return 0;
}
static int bi_lua_setsize(lua_State *L)
{
edict_t *e;
lua.getfield(L, 1, "entnum");
e = EDICT_NUM((&lua.progfuncs), lua.tointegerx(L, -1, NULL));
lua_readvector(L, 2, e->v->mins);
lua_readvector(L, 3, e->v->maxs);
VectorSubtract (e->v->maxs, e->v->mins, e->v->size);
World_LinkEdict (&sv.world, (wedict_t*)e, false);
return 0;
}
static int bi_lua_localcmd(lua_State *L)
{
const char *str = lua.tolstring(lua.ctx, 1, NULL);
Cbuf_AddText (str, RESTRICT_INSECURE);
return 0;
}
static int bi_lua_changelevel(lua_State *L)
{
const char *s, *spot;
// make sure we don't issue two changelevels (unless the last one failed)
if (sv.mapchangelocked)
return 0;
sv.mapchangelocked = true;
if (lua.type(L, 2) == LUA_TSTRING) //and not nil or none
{
s = lua.tolstring(lua.ctx, 1, NULL);
spot = lua.tolstring(lua.ctx, 2, NULL);
Cbuf_AddText (va("\nchangelevel %s %s\n",s, spot), RESTRICT_LOCAL);
}
else
{
s = lua.tolstring(lua.ctx, 1, NULL);
Cbuf_AddText (va("\nmap %s\n",s), RESTRICT_LOCAL);
}
return 0;
}
static int bi_lua_stuffcmd(lua_State *L)
{
int entnum;
const char *str;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
str = lua.tolstring(L, 2, NULL);
PF_stuffcmd_Internal(entnum, str, 0);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return 0;
}
static int bi_lua_centerprint(lua_State *L)
{
int entnum;
const char *str;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
str = lua.tolstring(L, 2, NULL);
PF_centerprint_Internal(entnum, false, str);
return 0;
}
static int bi_lua_getinfokey(lua_State *L)
{
int entnum;
const char *key;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
key = lua.tolstring(L, 2, NULL);
key = PF_infokey_Internal(entnum, key);
lua.pushstring(L, key);
return 1;
}
static int bi_lua_setinfokey(lua_State *L)
{
int entnum;
const char *key;
const char *value;
int result;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
key = lua.tolstring(L, 2, NULL);
value = lua.tolstring(L, 3, NULL);
result = PF_ForceInfoKey_Internal(entnum, key, value);
lua.pushinteger(L, result);
return 1;
}
static int bi_lua_ambientsound(lua_State *L)
{
vec3_t pos;
const char *samp = lua.tolstring(L, 2, NULL);
float vol = lua.tonumberx(L, 3, NULL);
float attenuation = lua.tonumberx(L, 4, NULL);
lua_readvector(L, 1, pos);
PF_ambientsound_Internal(pos, samp, vol, attenuation);
return 0;
}
static int bi_lua_sound(lua_State *L)
{
int entnum;
float channel = lua.tonumberx(L, 2, NULL);
const char *samp = lua.tolstring(L, 3, NULL);
float volume = lua.tonumberx(L, 4, NULL);
float attenuation = lua.tonumberx(L, 5, NULL);
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
//note: channel & 256 == reliable
SVQ1_StartSound (NULL, (wedict_t*)EDICT_NUM((&lua.progfuncs), entnum), channel, samp, volume*255, attenuation, 0);
return 0;
}
static int bi_lua_pointcontents(lua_State *L)
{
vec3_t pos;
lua_readvector(L, 1, pos);
lua.pushinteger(L, sv.world.worldmodel->funcs.PointContents(sv.world.worldmodel, NULL, pos));
return 1;
}
static int bi_lua_setspawnparms(lua_State *L)
{
globalvars_t pr_globals;
lua.getfield(L, 1, "entnum");
pr_globals.param[0].i = lua.tointegerx(L, -1, NULL);
PF_setspawnparms(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_makestatic(lua_State *L)
{
globalvars_t pr_globals;
lua.getfield(L, 1, "entnum");
pr_globals.param[0].i = lua.tointegerx(L, -1, NULL);
PF_makestatic(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_droptofloor(lua_State *L)
{
extern cvar_t pr_droptofloorunits;
wedict_t *ent;
vec3_t end;
vec3_t start;
trace_t trace;
const float *gravitydir;
extern const vec3_t standardgravity;
pubprogfuncs_t *prinst = &lua.progfuncs;
world_t *world = prinst->parms->user;
ent = PROG_TO_WEDICT((&lua.progfuncs), pr_global_struct->self);
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
gravitydir = ent->xv->gravitydir;
else
gravitydir = standardgravity;
VectorCopy (ent->v->origin, end);
if (pr_droptofloorunits.value > 0)
VectorMA(end, pr_droptofloorunits.value, gravitydir, end);
else
VectorMA(end, 256, gravitydir, end);
VectorCopy (ent->v->origin, start);
trace = World_Move (world, start, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
if (trace.fraction == 1 || trace.allsolid)
lua.pushboolean(L, false);
else
{
VectorCopy (trace.endpos, ent->v->origin);
World_LinkEdict (world, ent, false);
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(prinst, trace.ent);
lua.pushboolean(L, true);
}
return 1;
}
static int bi_lua_checkbottom(lua_State *L)
{
qboolean okay;
int entnum;
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
okay = World_CheckBottom(&sv.world, (wedict_t*)EDICT_NUM((&lua.progfuncs), entnum));
lua.pushboolean(L, okay);
return 1;
}
static int bi_lua_bprint(lua_State *L)
{
int level = lua.tointegerx(L, 1, NULL);
const char *str = lua.tolstring(L, 2, NULL);
SV_BroadcastPrintf (level, "%s", str);
return 0;
}
static int bi_lua_sprint(lua_State *L)
{
int entnum;
int level = lua.tointegerx(L, 2, NULL);
const char *str = lua.tolstring(L, 3, NULL);
lua.getfield(L, 1, "entnum");
entnum = lua.tointegerx(L, -1, NULL);
if (entnum < 1 || entnum > sv.allocated_client_slots)
{
Con_TPrintf ("tried to sprint to a non-client\n");
return 0;
}
SV_ClientPrintf (&svs.clients[entnum-1], level, "%s", str);
return 0;
}
static int bi_lua_cvar_set(lua_State *L)
{
const char *name = lua.tolstring(L, 1, NULL);
const char *str = lua.tolstring(L, 2, NULL);
cvar_t *var = Cvar_FindVar(name);
if (var)
Cvar_Set(var, str);
return 0;
}
static int bi_lua_cvar_get(lua_State *L)
{
const char *name = lua.tolstring(L, 1, NULL);
cvar_t *var = Cvar_FindVar(name);
if (var)
lua.pushstring(L, var->string);
else
lua.pushnil(L);
return 0;
}
static void set_trace_globals(trace_t *trace)
{
pr_global_struct->trace_allsolid = trace->allsolid;
pr_global_struct->trace_startsolid = trace->startsolid;
pr_global_struct->trace_fraction = trace->fraction;
pr_global_struct->trace_inwater = trace->inwater;
pr_global_struct->trace_inopen = trace->inopen;
pr_global_struct->trace_surfaceflags = trace->surface?trace->surface->flags:0;
pr_global_struct->trace_surfaceflagsi = trace->surface?trace->surface->flags:0;
if (pr_global_struct->trace_surfacename)
prinst->SetStringField(prinst, NULL, &pr_global_struct->trace_surfacename, tr->surface?tr->surface->name:"", true);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
pr_global_struct->trace_endcontents = trace->contents;
pr_global_struct->trace_endcontentsi = trace->contents;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// if (trace.fraction != 1)
// VectorMA (trace->endpos, 4, trace->plane.normal, P_VEC(trace_endpos));
// else
VectorCopy (trace->endpos, P_VEC(trace_endpos));
VectorCopy (trace->plane.normal, P_VEC(trace_plane_normal));
pr_global_struct->trace_plane_dist = trace->plane.dist;
pr_global_struct->trace_ent = trace->ent?((wedict_t*)trace->ent)->entnum:0;
}
static int bi_lua_traceline(lua_State *L)
{
vec3_t v1, v2;
trace_t trace;
int nomonsters;
wedict_t *ent;
lua_readvector(L, 1, v1);
lua_readvector(L, 2, v2);
nomonsters = lua.tointegerx(L, 3, NULL);
lua.getfield(L, 4, "entnum");
ent = (wedict_t*)EDICT_NUM((&lua.progfuncs), lua.tointegerx(L, -1, NULL));
trace = World_Move (&sv.world, v1, vec3_origin, vec3_origin, v2, nomonsters|MOVE_IGNOREHULL, (wedict_t*)ent);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//FIXME: should we just return a table instead, and ignore the globals?
set_trace_globals(&trace);
return 0;
}
static int bi_lua_tracebox(lua_State *L)
{
vec3_t v1, v2, mins, maxs;
trace_t trace;
int nomonsters;
wedict_t *ent;
lua_readvector(L, 1, v1);
lua_readvector(L, 2, v2);
lua_readvector(L, 3, mins);
lua_readvector(L, 4, maxs);
nomonsters = lua.tointegerx(L, 5, NULL);
lua.getfield(L, 6, "entnum");
ent = (wedict_t*)EDICT_NUM((&lua.progfuncs), lua.tointegerx(L, -1, NULL));
trace = World_Move (&sv.world, v1, mins, maxs, v2, nomonsters|MOVE_IGNOREHULL, (wedict_t*)ent);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//FIXME: should we just return a table instead, and ignore the globals?
set_trace_globals(&trace);
return 0;
}
static int bi_lua_walkmove(lua_State *L)
{
pubprogfuncs_t *prinst = &lua.progfuncs;
world_t *world = prinst->parms->user;
wedict_t *ent;
float yaw, dist;
vec3_t move;
int oldself;
vec3_t axis;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ent = PROG_TO_WEDICT(prinst, *world->g.self);
yaw = lua.tonumberx(L, 1, NULL);
dist = lua.tonumberx(L, 2, NULL);
if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
lua.pushboolean(L, false);
return 1;
}
World_GetEntGravityAxis(ent, axis);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
yaw = yaw*M_PI*2 / 360;
VectorScale(axis[0], cos(yaw)*dist, move);
VectorMA(move, sin(yaw)*dist, axis[1], move);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// save program state, because World_movestep may call other progs
oldself = *world->g.self;
lua.pushboolean(L, World_movestep(world, ent, move, axis, true, false, NULL, NULL));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// restore program state
*world->g.self = oldself;
return 1;
}
static int bi_lua_movetogoal(lua_State *L)
{
pubprogfuncs_t *prinst = &lua.progfuncs;
world_t *world = prinst->parms->user;
wedict_t *ent;
float dist;
ent = PROG_TO_WEDICT(prinst, *world->g.self);
dist = lua.tonumberx(L, 1, NULL);
World_MoveToGoal (world, ent, dist);
return 0;
}
static int bi_lua_nextent(lua_State *L)
{
world_t *world = &sv.world;
int i;
wedict_t *ent;
lua.getfield(L, 1, "entnum");
i = lua.tointegerx(L, -1, NULL);
while (1)
{
i++;
if (i == world->num_edicts)
{
ent = world->edicts;
break;
}
ent = WEDICT_NUM(world->progs, i);
if (!ent->isfree)
{
break;
}
}
lua.pushlightuserdata(L, ent);
lua.gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static int bi_lua_nextclient(lua_State *L)
{
world_t *world = &sv.world;
int i;
wedict_t *ent;
lua.getfield(L, 1, "entnum");
i = lua.tointegerx(L, -1, NULL);
while (1)
{
i++;
if (i == sv.allocated_client_slots)
{
ent = world->edicts;
break;
}
ent = WEDICT_NUM(world->progs, i);
if (!ent->isfree)
{
break;
}
}
lua.pushlightuserdata(L, ent);
lua.gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static int bi_lua_checkclient(lua_State *L)
{
pubprogfuncs_t *prinst = &lua.progfuncs;
wedict_t *ent;
ent = WEDICT_NUM(prinst, PF_checkclient_Internal(prinst));
lua.pushlightuserdata(L, ent);
lua.gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static int bi_lua_random(lua_State *L)
{
lua.pushnumber(L, (rand ()&0x7fff) / ((float)0x8000));
return 1;
}
static int bi_lua_makevectors(lua_State *L)
{
vec3_t angles;
//this is annoying as fuck in lua, what with it writing globals and stuff.
//perhaps we should support f,u,l=makevectors(ang)... meh, cba.
lua_readvector(L, 1, angles);
AngleVectors (angles, pr_global_struct->v_forward, pr_global_struct->v_right, pr_global_struct->v_up);
return 0;
}
static int bi_lua_vectoangles(lua_State *L)
{
vec3_t forward;
vec3_t up;
float *uv = NULL;
vec3_t ret;
lua_readvector(L, 1, forward);
if (lua.type(L, 2) != LUA_TNONE)
{
lua_readvector(L, 1, up);
uv = up;
}
VectorAngles(forward, up, ret);
lua.createtable(L, 0, 0);
//FIXME: should provide a metatable with a __tostring
lua.pushnumber(L, ret[0]);
lua.setfield (L, -2, "x");
lua.pushnumber(L, ret[1]);
lua.setfield (L, -2, "y");
lua.pushnumber(L, ret[2]);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
lua.setfield (L, -2, "z");
return 1;
}
static int bi_lua_tokenize(lua_State *L)
{
const char *instring = lua.tolstring(L, 1, NULL);
int argc = 0;
lua.createtable(L, 0, 0);
while(NULL != (instring = COM_Parse(instring)))
{
//lua is traditionally 1-based
//for i=1,t.argc do
lua.pushinteger(L, ++argc);
lua.pushstring(L, com_token);
lua.settable(L, -3);
if (argc == 1)
{
while (*instring == ' ' || *instring == '\t')
instring++;
lua.pushstring(L, instring);
lua.setfield(L, -2, "args"); //args is all-but-the-first
}
}
lua.pushinteger(L, argc);
lua.setfield(L, -2, "argc"); //argc is the count.
return 1;
}
static int bi_lua_findradiuschain(lua_State *L)
{
extern cvar_t sv_gameplayfix_blowupfallenzombies;
world_t *world = &sv.world;
edict_t *ent, *chain;
float rad;
vec3_t org;
vec3_t eorg;
int i, j;
chain = (edict_t *)world->edicts;
lua_readvector(L, 1, org);
rad = lua.tonumberx(L, 2, NULL);
rad = rad*rad;
for (i=1 ; i<world->num_edicts ; i++)
{
ent = EDICT_NUM(world->progs, i);
if (ent->isfree)
continue;
if (ent->v->solid == SOLID_NOT && (progstype != PROG_QW || !((int)ent->v->flags & FL_FINDABLE_NONSOLID)) && !sv_gameplayfix_blowupfallenzombies.value)
continue;
for (j=0 ; j<3 ; j++)
eorg[j] = org[j] - (ent->v->origin[j] + (ent->v->mins[j] + ent->v->maxs[j])*0.5);
if (DotProduct(eorg,eorg) > rad)
continue;
ent->v->chain = EDICT_TO_PROG(world->progs, chain);
chain = ent;
}
lua.pushlightuserdata(L, chain);
lua.gettable(L, LUA_REGISTRYINDEX);
return 1;
}
static int bi_lua_findradiustable(lua_State *L)
{
extern cvar_t sv_gameplayfix_blowupfallenzombies;
world_t *world = &sv.world;
edict_t *ent, *chain;
float rad;
vec3_t org;
vec3_t eorg;
int i, j;
int results = 1; //lua arrays are 1-based
chain = (edict_t *)world->edicts;
lua_readvector(L, 1, org);
rad = lua.tonumberx(L, 2, NULL);
rad = rad*rad;
lua.createtable(L, 0, 0); //our return value.
for (i=1 ; i<world->num_edicts ; i++)
{
ent = EDICT_NUM(world->progs, i);
if (ent->isfree)
continue;
if (ent->v->solid == SOLID_NOT && (progstype != PROG_QW || !((int)ent->v->flags & FL_FINDABLE_NONSOLID)) && !sv_gameplayfix_blowupfallenzombies.value)
continue;
for (j=0 ; j<3 ; j++)
eorg[j] = org[j] - (ent->v->origin[j] + (ent->v->mins[j] + ent->v->maxs[j])*0.5);
if (DotProduct(eorg,eorg) > rad)
continue;
lua.pushinteger(L, ++results);
lua.pushlightuserdata(L, ent);
lua.gettable(L, LUA_REGISTRYINDEX);
lua.settable(L, -3);
}
lua.pushlightuserdata(L, chain);
lua.gettable(L, LUA_REGISTRYINDEX);
return 1;
}
#define bi_lua_findradius bi_lua_findradiuschain
static int bi_lua_multicast(lua_State *L)
{
int dest;
vec3_t org;
dest = lua.tointegerx(L, 1, NULL);
lua_readvector(L, 2, org);
NPP_Flush();
SV_Multicast (org, dest);
return 0;
}
extern sizebuf_t csqcmsgbuffer;
static int bi_lua_writechar(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteChar(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writebyte(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteByte(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writeshort(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteShort(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writelong(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteLong(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writeangle(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteAngle(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writecoord(lua_State *L)
{
globalvars_t pr_globals;
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].f = lua.tonumberx(L, 1, NULL);
PF_WriteCoord(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_writestring(lua_State *L)
{
PF_WriteString_Internal((csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST),lua.tolstring(L, 1, NULL));
return 0;
}
static int bi_lua_writeentity(lua_State *L)
{
globalvars_t pr_globals;
lua.getfield(L, 1, "entnum");
pr_globals.param[0].f = (csqcmsgbuffer.maxsize?MSG_CSQC:MSG_MULTICAST);
pr_globals.param[1].i = lua.tointegerx(L, -1, NULL);
PF_WriteEntity(&lua.progfuncs, &pr_globals);
return 0;
}
static int bi_lua_bitnot(lua_State *L)
{
lua.pushinteger(L, ~lua.tointegerx(L, 1, NULL));
return 1;
}
static int bi_lua_bitclear(lua_State *L)
{
lua.pushinteger(L, lua.tointegerx(L, 1, NULL)&~lua.tointegerx(L, 2, NULL));
return 1;
}
static int bi_lua_bitset(lua_State *L)
{
lua.pushnumber(L, lua.tointegerx(L, 1, NULL)|lua.tointegerx(L, 2, NULL));
return 1;
}
#define bi_lua_bitor bi_lua_bitset
static int bi_lua_bitand(lua_State *L)
{
lua.pushnumber(L, lua.tointegerx(L, 1, NULL)&lua.tointegerx(L, 2, NULL));
return 1;
}
static int bi_lua_bitxor(lua_State *L)
{
lua.pushnumber(L, lua.tointegerx(L, 1, NULL)^lua.tointegerx(L, 2, NULL));
return 1;
}
static int bi_lua_sin(lua_State *L)
{
lua.pushnumber(L, sin(lua.tonumberx(L, 1, NULL)));
return 1;
}
static int bi_lua_cos(lua_State *L)
{
lua.pushnumber(L, cos(lua.tonumberx(L, 1, NULL)));
return 1;
}
static int bi_lua_atan2(lua_State *L)
{
lua.pushnumber(L, atan2(lua.tonumberx(L, 1, NULL), lua.tonumberx(L, 2, NULL)));
return 1;
}
static int bi_lua_sqrt(lua_State *L)
{
lua.pushnumber(L, sin(lua.tonumberx(L, 1, NULL)));
return 1;
}
static int bi_lua_floor(lua_State *L)
{
lua.pushnumber(L, floor(lua.tonumberx(L, 1, NULL)));
return 1;
}
static int bi_lua_ceil(lua_State *L)
{
lua.pushnumber(L, ceil(lua.tonumberx(L, 1, NULL)));
return 1;
}
static int bi_lua_acos(lua_State *L)
{
lua.pushnumber(L, acos(lua.tonumberx(L, 1, NULL)));
return 1;
}
typedef struct
{
lua_State *L;
int idx;
} luafsenum_t;
static int QDECL lua_file_enumerate(const char *fname, qofs_t fsize, void *param, searchpathfuncs_t *spath)
{
luafsenum_t *e = param;
lua.pushinteger(e->L, e->idx++);
lua.pushfstring(e->L, "%s", fname);
lua.settable(e->L, -3);
return true;
}
static int bi_lua_getfilelist(lua_State *L)
{
luafsenum_t e;
const char *path = lua.tolstring(L, 1, NULL);
e.L = L;
e.idx = 1; //lua arrays are 1-based.
lua.createtable(L, 0, 0); //our return value.
COM_EnumerateFiles(path, lua_file_enumerate, &e);
return 1;
}
static int bi_lua_fclose(lua_State *L)
{
//both fclose and __gc.
//should we use a different function so that we can warn on dupe fcloses without bugging out on fclose+gc?
//meh, cba
vfsfile_t **f = lua.touserdata(L, 1);
if (f && *f != NULL)
{
VFS_CLOSE(*f);
*f = NULL;
}
return 0;
}
static int bi_lua_fopen(lua_State *L)
{
vfsfile_t *f;
const char *fname = lua.tolstring(L, 1, NULL);
qboolean read = true;
vfsfile_t **ud;
if (read)
f = FS_OpenVFS(fname, "rb", FS_GAME);
else
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
lua.pushnil(L);
return 1;
}
ud = lua.newuserdata(L, sizeof(vfsfile_t*));
*ud = f;
lua.createtable(L, 0, 0);
lua.pushcclosure(L, bi_lua_fclose, 0);
lua.setfield(L, -2, "__gc");
lua.setmetatable(L, -2);
return 1;
}
static int bi_lua_fgets(lua_State *L)
{
vfsfile_t **f = lua.touserdata(L, 1);
char line[8192];
char *r = NULL;
if (f && *f)
r = VFS_GETS(*f, line, sizeof(line));
if (r)
lua.pushfstring(L, "%s", r);
else
lua.pushnil(L);
return 1;
}
static int bi_lua_fputs(lua_State *L)
{
vfsfile_t **f = lua.touserdata(L, 1);
size_t l;
const char *str = lua.tolstring(L, 2, &l);
if (f && *f != NULL)
VFS_WRITE(*f, str, l);
return 0;
}
static int bi_lua_loadlua(lua_State *L)
{
const char *fname = lua.tolstring(L, 1, NULL);
vfsfile_t *sourcefile = FS_OpenVFS(fname, "rb", FS_GAME);
if (!sourcefile)
{
Con_Printf("Error trying to load %s\n", fname);
lua.pushnil(L);
}
else if (0 != lua.load(L, my_lua_Reader, sourcefile, fname, "bt")) //load the file, embed it within a function and push it
{
Con_Printf("Error trying to parse %s: %s\n", fname, lua.tolstring(L, -1, NULL));
lua.pushnil(L);
}
VFS_CLOSE(sourcefile);
return 1;
}
#define registerfunc(n) lua.pushcclosure(L, bi_lua_##n, 0); lua.setglobal(L, #n);
static void my_lua_registerbuiltins(lua_State *L)
{
lua.atpanic (L, my_lua_panic);
//standard lua library replacement
//this avoids the risk of including any way to access os.execute etc, or other file access.
lua.pushcclosure(L, my_lua_tostring, 0);
lua.setglobal(L, "tostring");
lua.pushcclosure(L, my_lua_print, 0);
lua.setglobal(L, "print");
lua.pushcclosure(L, my_lua_conprint, 0); //for the luls.
lua.setglobal(L, "conprint");
registerfunc(loadlua);
registerfunc(setmodel);
registerfunc(precache_model);
registerfunc(precache_sound);
registerfunc(lightstyle);
registerfunc(spawn);
registerfunc(remove);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
registerfunc(nextent);
registerfunc(nextclient);
//registerfunc(AIM);
registerfunc(makestatic);
registerfunc(setorigin);
registerfunc(setsize);
registerfunc(dprint);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
registerfunc(bprint);
registerfunc(sprint);
registerfunc(centerprint);
registerfunc(ambientsound);
registerfunc(sound);
registerfunc(random);
registerfunc(checkclient);
registerfunc(stuffcmd);
registerfunc(localcmd);
registerfunc(cvar_get);
registerfunc(cvar_set);
registerfunc(findradius); //qc legacy compat. should probably warn when its called or sommit.
registerfunc(findradiuschain); //like qc.
registerfunc(findradiustable); //findradius, but returns an array/table instead.
registerfunc(traceline);
registerfunc(tracebox);
registerfunc(walkmove);
registerfunc(movetogoal);
registerfunc(droptofloor);
registerfunc(checkbottom);
registerfunc(pointcontents);
registerfunc(setspawnparms);
registerfunc(changelevel);
//registerfunc(LOGFRAG);
registerfunc(getinfokey);
registerfunc(setinfokey);
registerfunc(multicast);
registerfunc(writebyte);
registerfunc(writechar);
registerfunc(writeshort);
registerfunc(writelong);
registerfunc(writeangle);
registerfunc(writecoord);
registerfunc(writestring);
registerfunc(writeentity);
registerfunc(bitnot);
registerfunc(bitclear);
registerfunc(bitset);
registerfunc(bitor);
registerfunc(bitand);
registerfunc(bitxor);
registerfunc(sin);
registerfunc(cos);
registerfunc(atan2);
registerfunc(sqrt);
registerfunc(floor);
registerfunc(ceil);
registerfunc(acos);
registerfunc(fopen);
registerfunc(fclose);
registerfunc(fgets);
registerfunc(fputs);
registerfunc(getfilelist);
//registerfunc(Find);
//registerfunc(strftime);
registerfunc(tokenize);
registerfunc(makevectors);
registerfunc(vectoangles);
//registerfunc(PRECACHE_VWEP_MODEL);
//registerfunc(SETPAUSE);
lua.createtable(L, 0, 0);
if (lua.Lnewmetatable(L, "globals"))
{
lua.pushcclosure(L, my_lua_global_set, 0); //for the luls.
lua.setfield (L, -2, "__newindex");
lua.pushcclosure(L, my_lua_global_get, 0); //for the luls.
lua.setfield (L, -2, "__index");
}
lua.setmetatable(L, -2);
lua.setglobal(L, "glob");
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
static edict_t *QDECL Lua_EdictNum(pubprogfuncs_t *pf, unsigned int num)
{
int newcount;
if (num >= lua.maxedicts)
{
newcount = num + 64;
lua.edicttable = realloc(lua.edicttable, newcount*sizeof(*lua.edicttable));
while(lua.maxedicts < newcount)
lua.edicttable[lua.maxedicts++] = NULL;
}
return lua.edicttable[num];
}
static unsigned int QDECL Lua_NumForEdict(pubprogfuncs_t *pf, edict_t *e)
{
return e->entnum;
}
static int QDECL Lua_EdictToProgs(pubprogfuncs_t *pf, edict_t *e)
{
return e->entnum;
}
static edict_t *QDECL Lua_ProgsToEdict(pubprogfuncs_t *pf, int num)
{
return Lua_EdictNum(pf, num);
}
void Lua_EntClear (pubprogfuncs_t *pf, edict_t *e)
{
int num = e->entnum;
memset (e->v, 0, sv.world.edict_size);
e->isfree = false;
e->entnum = num;
}
edict_t *Lua_CreateEdict(unsigned int num)
{
edict_t *e;
e = lua.edicttable[num] = Z_Malloc(sizeof(edict_t) + sv.world.edict_size);
e->v = (stdentvars_t*)(e+1);
#ifdef VM_Q1
e->xv = (extentvars_t*)(e->v + 1);
#endif
e->entnum = num;
return e;
}
static void QDECL Lua_EntRemove(pubprogfuncs_t *pf, edict_t *e)
{
lua_State *L = lua.ctx;
if (!ED_CanFree(e))
return;
e->isfree = true;
e->freetime = sv.time;
//clear out the lua version of the entity, so that it can be garbage collected.
//should probably clear out its entnum field too, just in case.
lua.pushlightuserdata(L, e);
lua.pushnil(L);
lua.settable(L, LUA_REGISTRYINDEX);
}
static edict_t *Lua_DoRespawn(pubprogfuncs_t *pf, edict_t *e, int num)
{
lua_State *L = lua.ctx;
if (!e)
e = Lua_CreateEdict(num);
else
Lua_EntClear (pf, e);
ED_Spawned((struct edict_s *) e, false);
//create a new table for the entity, give it a suitable metatable, and store it into the registry (avoiding GC and allowing us to actually hold on to it).
lua.pushlightuserdata(L, lua.edicttable[num]);
lua.createtable(L, 0, 0);
if (lua.Lnewmetatable(L, "entity"))
{
lua.pushcclosure(L, my_lua_entity_set, 0); //known writes should change the internal info so the engine can use the information.
lua.setfield (L, -2, "__newindex");
lua.pushcclosure(L, my_lua_entity_get, 0); //we need to de-translate the engine's fields too.
lua.setfield (L, -2, "__index");
lua.pushcclosure(L, my_lua_entity_tostring, 0); //cos its prettier than seeing 'table 0x5425729' all over the place
lua.setfield (L, -2, "__tostring");
lua.pushcclosure(L, my_lua_entity_eq, 0); //for comparisons, you know?
lua.setfield (L, -2, "__eq");
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
lua.setmetatable(L, -2);
lua.pushinteger(L, num);
lua.setfield (L, -2, "entnum"); //so we know which entity it is.
lua.settable(L, LUA_REGISTRYINDEX);
return e;
}
static edict_t *QDECL Lua_EntAlloc(pubprogfuncs_t *pf)
{
int i;
edict_t *e;
for ( i=0 ; i<sv.world.num_edicts ; i++)
{
e = (edict_t*)EDICT_NUM(pf, i);
// the first couple seconds of server time can involve a lot of
// freeing and allocating, so relax the replacement policy
if (!e || (e->isfree && ( e->freetime < 2 || sv.time - e->freetime > 0.5 ) ))
{
e = Lua_DoRespawn(pf, e, i);
return (struct edict_s *)e;
}
}
if (i >= sv.world.max_edicts-1) //try again, but use timed out ents.
{
for ( i=0 ; i<sv.world.num_edicts ; i++)
{
e = (edict_t*)EDICT_NUM(pf, i);
// the first couple seconds of server time can involve a lot of
// freeing and allocating, so relax the replacement policy
if (!e || (e->isfree))
{
e = Lua_DoRespawn(pf, e, i);
return (struct edict_s *)e;
}
}
if (i >= sv.world.max_edicts-1)
{
Sys_Error ("ED_Alloc: no free edicts");
}
}
sv.world.num_edicts++;
e = (edict_t*)EDICT_NUM(pf, i);
e = Lua_DoRespawn(pf, e, i);
return (struct edict_s *)e;
}
static int QDECL Lua_LoadEnts(pubprogfuncs_t *pf, char *mapstring, float spawnflags)
{
lua_State *L = lua.ctx;
int i = 0;
lua.getglobal(L, "LoadEnts");
lua.createtable(L, 0, 0);
while(NULL != (mapstring = COM_Parse(mapstring)))
{
lua.pushinteger(L, i++);
lua.pushstring(L, com_token);
lua.settable(L, -3);
}
lua.pushinteger(L, spawnflags);
if (lua.pcall(L, 2, 0, 0) != 0)
{
const char *s = lua.tolstring(L, -1, NULL);
Con_Printf(CON_WARNING "%s\n", s);
lua.pop(L, 1);
}
return sv.world.edict_size;
}
static eval_t *QDECL Lua_GetEdictFieldValue(pubprogfuncs_t *pf, edict_t *e, char *fieldname, etype_t type, evalc_t *cache)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
eval_t *val;
luafld_t *fld;
fld = Hash_GetInsensitive(&lua.entityfields, fieldname);
if (fld)
{
val = (eval_t*)((char*)e->v + fld->offset);
return val;
}
return NULL;
}
static eval_t *QDECL Lua_FindGlobal (pubprogfuncs_t *prinst, const char *name, progsnum_t num, etype_t *type)
{
eval_t *val;
luafld_t *fld;
fld = Hash_GetInsensitive(&lua.globalfields, name);
if (fld)
{
val = (eval_t*)((char*)&lua.globals + fld->offset);
return val;
}
Con_Printf("Lua_FindGlobal: %s\n", name);
return NULL;
}
static func_t QDECL Lua_FindFunction (pubprogfuncs_t *prinst, const char *name, progsnum_t num)
{
eval_t *val;
luafld_t *fld;
fld = Hash_GetInsensitive(&lua.globalfields, name);
if (fld)
{
val = (eval_t*)((char*)&lua.globals + fld->offset);
return val->function;
}
Con_Printf("Lua_FindFunction: %s\n", name);
return 0;
}
static globalvars_t *QDECL Lua_Globals(pubprogfuncs_t *prinst, int prnum)
{
// Con_Printf("Lua_Globals: called\n");
return NULL;
}
char *QDECL Lua_AddString(pubprogfuncs_t *prinst, const char *val, int minlength, pbool demarkup)
{
char *ptr;
int len = strlen(val)+1;
if (len < minlength)
len = minlength;
ptr = Z_TagMalloc(len, 0x55780128);
strcpy(ptr, val);
return ptr;
}
static string_t QDECL Lua_StringToProgs(pubprogfuncs_t *prinst, const char *str)
{
Con_Printf("Lua_StringToProgs called instead of Lua_SetStringField\n");
return 0;
}
//passing NULL for ed means its setting a global.
static void QDECL Lua_SetStringField(pubprogfuncs_t *prinst, edict_t *ed, string_t *fld, const char *str, pbool str_is_static)
{
lua_State *L = lua.ctx;
string_t val;
string_t base;
if (ed)
{
base = (ed->entnum+1)<<10;
val = (char*)fld-(char*)ed->v;
//push the entity table
lua.pushlightuserdata(lua.ctx, lua.edicttable[ed->entnum]);
lua.gettable(lua.ctx, LUA_REGISTRYINDEX);
}
else
{
base = 0;
val = (char*)fld-(char*)&lua.globals;
//push the globals list
lua.getglobal(lua.ctx, "glob");
}
*fld = base | val; //set the engine's value
//set the stuff so that lua can read it properly.
lua.pushlightuserdata(L, (void *)val);
lua.pushfstring(L, "%s", str);
lua.rawset(L, -3);
//and pop the table
lua.pop(L, 1);
}
static const char *ASMCALL QDECL Lua_StringToNative(pubprogfuncs_t *prinst, string_t str)
{
const char *ret = "";
unsigned int entnum = str >> 10;
if (str)
{
str &= 1023;
if (!entnum)
{
//okay, its the global table.
lua.getglobal(lua.ctx, "glob");
}
else
{
entnum-=1;
if (entnum >= lua.maxedicts)
return ret; //erk...
//get the entity's table
lua.pushlightuserdata(lua.ctx, lua.edicttable[entnum]);
lua.gettable(lua.ctx, LUA_REGISTRYINDEX);
}
//read the function from the table
lua.pushlightuserdata(lua.ctx, (void *)str);
lua.rawget(lua.ctx, -2);
ret = lua.tolstring(lua.ctx, -1, NULL);
lua.pop(lua.ctx, 2); //pop the table+string.
//popping the string is 'safe' on the understanding that the string reference is still held by its containing table, so don't store the string anywhere.
}
return ret;
}
static void Lua_Event_Touch(world_t *w, wedict_t *s, wedict_t *o)
{
int oself = pr_global_struct->self;
int oother = pr_global_struct->other;
pr_global_struct->self = EDICT_TO_PROG(w->progs, s);
pr_global_struct->other = EDICT_TO_PROG(w->progs, o);
pr_global_struct->time = w->physicstime;
PR_ExecuteProgram (w->progs, s->v->touch);
pr_global_struct->self = oself;
pr_global_struct->other = oother;
}
static void Lua_Event_Think(world_t *w, wedict_t *s)
{
pr_global_struct->self = EDICT_TO_PROG(w->progs, s);
pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts);
PR_ExecuteProgram (w->progs, s->v->think);
}
static qboolean Lua_Event_ContentsTransition(world_t *w, wedict_t *ent, int oldwatertype, int newwatertype)
{
return false; //always do legacy behaviour
}
static void Lua_SetupGlobals(world_t *world)
{
int flds;
int bucks;
comentvars_t *v = NULL;
extentvars_t *xv = (extentvars_t*)(v+1);
memset(&lua.globals, 0, sizeof(lua.globals));
lua.globals.physics_mode = 2;
lua.globals.dimension_send = 255;
lua.globals.dimension_default = 255;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
flds = 0;
bucks = 64;
Hash_InitTable(&lua.globalfields, bucks, Z_Malloc(Hash_BytesForBuckets(bucks)));
//WARNING: global is not remapped yet...
//This code is written evilly, but works well enough
#define doglobal(n, t) \
pr_global_ptrs->n = &lua.globals.n; \
lua.globflds[flds].offset = (char*)&lua.globals.n - (char*)&lua.globals; \
lua.globflds[flds].name = #n; \
lua.globflds[flds].type = t; \
Hash_AddInsensitive(&lua.globalfields, lua.globflds[flds].name, &lua.globflds[flds], &lua.globflds[flds].buck); \
flds++;
#define doglobal_v(o, f, t) \
lua.globflds[flds].offset = (char*)&lua.globals.o - (char*)&lua.globals; \
lua.globflds[flds].name = #f; \
lua.globflds[flds].type = t; \
Hash_AddInsensitive(&lua.globalfields, lua.globflds[flds].name, &lua.globflds[flds], &lua.globflds[flds].buck); \
flds++;
#define globalentity(required, name) doglobal(name, ev_entity)
#define globalint(required, name) doglobal(name, ev_integer)
#define globalfloat(required, name) doglobal(name, ev_float)
#define globalstring(required, name) doglobal(name, ev_string)
#define globalvec(required, name) doglobal(name, ev_vector) doglobal_v(name[0], name##_x, ev_float) doglobal_v(name[1], name##_y, ev_float) doglobal_v(name[2], name##_z, ev_float)
#define globalfunc(required, name) doglobal(name, ev_function)
luagloballist
#undef doglobal
#define doglobal(n, t) doglobal_v(n,n,t)
luaextragloballist
flds = 0;
bucks = 256;
Hash_InitTable(&lua.entityfields, bucks, Z_Malloc(Hash_BytesForBuckets(bucks)));
#define doefield(n, t) \
lua.entflds[flds].offset = (char*)&v->n - (char*)v; \
lua.entflds[flds].name = #n; \
lua.entflds[flds].type = t; \
Hash_AddInsensitive(&lua.entityfields, lua.entflds[flds].name, &lua.entflds[flds], &lua.entflds[flds].buck); \
flds++;
#define doefield_v(o, f, t) \
lua.entflds[flds].offset = (char*)&v->o - (char*)v; \
lua.entflds[flds].name = #f; \
lua.entflds[flds].type = t; \
Hash_AddInsensitive(&lua.entityfields, lua.entflds[flds].name, &lua.entflds[flds], &lua.entflds[flds].buck); \
flds++;
#define comfieldentity(name,desc) doefield(name, ev_entity)
#define comfieldint(name,desc) doefield(name, ev_integer)
#define comfieldfloat(name,desc) doefield(name, ev_float)
#define comfieldstring(name,desc) doefield(name, ev_string)
#define comfieldvector(name,desc) doefield(name, ev_vector) doefield_v(name[0], name##_x, ev_float) doefield_v(name[1], name##_y, ev_float) doefield_v(name[2], name##_z, ev_float)
#define comfieldfunction(name,typestr,desc) doefield(name, ev_function)
comqcfields
#undef doefield
#undef doefield_v
#define doefield(n, t) \
lua.entflds[flds].offset = (char*)&xv->n - (char*)v; \
lua.entflds[flds].name = #n; \
lua.entflds[flds].type = t; \
Hash_AddInsensitive(&lua.entityfields, lua.entflds[flds].name, &lua.entflds[flds], &lua.entflds[flds].buck); \
flds++;
#define doefield_v(o, f, t) \
lua.entflds[flds].offset = (char*)&xv->o - (char*)v; \
lua.entflds[flds].name = #f; \
lua.entflds[flds].type = t; \
Hash_AddInsensitive(&lua.entityfields, lua.entflds[flds].name, &lua.entflds[flds], &lua.entflds[flds].buck); \
flds++;
comextqcfields
svextqcfields
PR_SV_FillWorldGlobals(world);
}
void QDECL Lua_ExecuteProgram(pubprogfuncs_t *funcs, func_t func)
{
unsigned int entnum = func >> 10;
func &= 1023;
if (!entnum)
{
//okay, its the global table.
lua.getglobal(lua.ctx, "glob");
}
else
{
entnum-=1;
if (entnum >= lua.maxedicts)
return; //erk...
//get the entity's table
lua.pushlightuserdata(lua.ctx, lua.edicttable[entnum]);
lua.gettable(lua.ctx, LUA_REGISTRYINDEX);
}
//read the function from the table
lua.pushlightuserdata(lua.ctx, (void *)func);
lua.rawget(lua.ctx, -2);
//and now invoke it.
if (lua.pcall(lua.ctx, 0, 0, 0) != 0)
{
const char *s = lua.tolstring(lua.ctx, -1, NULL);
Con_Printf(CON_WARNING "%s\n", s);
lua.pop(lua.ctx, 1);
}
}
void PDECL Lua_CloseProgs(pubprogfuncs_t *inst)
{
lua.close(lua.ctx);
free(lua.edicttable);
lua.edicttable = NULL;
lua.maxedicts = 0;
}
qboolean PR_LoadLua(void)
{
world_t *world = &sv.world;
pubprogfuncs_t *pf;
vfsfile_t *sourcefile = FS_OpenVFS("progs.lua", "rb", FS_GAME);
if (!sourcefile)
return false;
if (!init_lua())
{
VFS_CLOSE(sourcefile);
Con_Printf("WARNING: Found progs.lua, but could load load lua library\n");
return false;
}
progstype = PROG_QW;
pf = svprogfuncs = &lua.progfuncs;
pf->CloseProgs = Lua_CloseProgs;
pf->AddString = Lua_AddString;
pf->EDICT_NUM = Lua_EdictNum;
pf->NUM_FOR_EDICT = Lua_NumForEdict;
pf->EdictToProgs = Lua_EdictToProgs;
pf->ProgsToEdict = Lua_ProgsToEdict;
pf->EntAlloc = Lua_EntAlloc;
pf->EntFree = Lua_EntRemove;
pf->EntClear = Lua_EntClear;
pf->FindGlobal = Lua_FindGlobal;
pf->load_ents = Lua_LoadEnts;
pf->globals = Lua_Globals;
pf->GetEdictFieldValue = Lua_GetEdictFieldValue;
pf->SetStringField = Lua_SetStringField;
pf->StringToProgs = Lua_StringToProgs;
pf->StringToNative = Lua_StringToNative;
pf->ExecuteProgram = Lua_ExecuteProgram;
pf->FindFunction = Lua_FindFunction;
world->Event_Touch = Lua_Event_Touch;
world->Event_Think = Lua_Event_Think;
world->Event_Sound = SVQ1_StartSound;
world->Event_ContentsTransition = Lua_Event_ContentsTransition;
world->Get_CModel = SVPR_GetCModel;
world->progs = pf;
world->progs->parms = &lua.progfuncsparms;
world->progs->parms->user = world;
world->usesolidcorpse = true;
Lua_SetupGlobals(world);
svs.numprogs = 0; //Why is this svs?
#ifdef VM_Q1
world->edict_size = sizeof(stdentvars_t) + sizeof(extentvars_t);
#else
world->edict_size = sizeof(stdentvars_t);
#endif
//force items2 instead of serverflags
sv.haveitems2 = true;
//initalise basic lua context
lua.ctx = lua.newstate(my_lua_alloc, NULL); //create our lua state
my_lua_registerbuiltins(lua.ctx);
//spawn the world, woo.
world->edicts = (wedict_t*)pf->EntAlloc(pf);
//load the gamecode now. it should be safe for it to call various builtins.
if (0 != lua.load(lua.ctx, my_lua_Reader, sourcefile, "progs.lua", "bt")) //load the file, embed it within a function and push it
{
Con_Printf("Error trying to parse %s: %s\n", "progs.lua", lua.tolstring(lua.ctx, -1, NULL));
lua.pop(lua.ctx, 1);
}
else
{
if (lua.pcall(lua.ctx, 0, 0, 0) != 0)
{
const char *s = lua.tolstring(lua.ctx, -1, NULL);
Con_Printf(CON_WARNING "%s\n", s);
lua.pop(lua.ctx, 1);
}
}
VFS_CLOSE(sourcefile);
return true;
}
#endif //VM_LUA