mirror of
https://github.com/fortressforever/fortressforever-2013.git
synced 2024-11-26 06:10:47 +00:00
start of scriptman port. needs gameplay done to continue
This commit is contained in:
parent
40b86daaa7
commit
4a88f21d70
2 changed files with 426 additions and 10 deletions
|
@ -13,14 +13,7 @@
|
|||
// engine
|
||||
#include "filesystem.h"
|
||||
|
||||
// lua
|
||||
//extern "C"
|
||||
//{
|
||||
// #include "lua.h"
|
||||
// #include "lualib.h"
|
||||
// #include "lauxlib.h"
|
||||
//}
|
||||
//
|
||||
// TODO: check if these things are still needed for lua/luabind
|
||||
//#undef MINMAX_H
|
||||
//#undef min
|
||||
//#undef max
|
||||
|
@ -32,4 +25,322 @@
|
|||
//#include "luabind/iterator_policy.hpp"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
|
||||
#if FF_DLL
|
||||
// custom game modes made so damn easy
|
||||
ConVar sv_mapluasuffix( "sv_mapluasuffix", "0", FCVAR_ARCHIVE, "Have a custom lua file (game mode) loaded when the map loads. If this suffix string is set, maps\\mapname__suffix__.lua (if it exists) is used instead of maps\\mapname.lua. To reset this cvar, make it 0.");
|
||||
ConVar sv_luaglobalscript( "sv_globalluascript", "0", FCVAR_ARCHIVE, "Load a custom lua file globally after map scripts. Will overwrite map script. Will be loaded from maps\\globalscripts. To disable, set to 0.");
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
using namespace luabind;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// globals
|
||||
CFFScriptManager _scriptman;
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
CFFScriptManager::CFFScriptManager()
|
||||
: L(NULL)
|
||||
, m_isLoading(false)
|
||||
, m_scriptCRC(0)
|
||||
, m_ScriptExists(false)
|
||||
{
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
CFFScriptManager::~CFFScriptManager()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::Shutdown()
|
||||
{
|
||||
m_ScriptExists = false;
|
||||
|
||||
// shtutdown VM
|
||||
if(L)
|
||||
{
|
||||
lua_close(L);
|
||||
L = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::Init()
|
||||
{
|
||||
// shutdown VM if already running
|
||||
if(L)
|
||||
{
|
||||
lua_close(L);
|
||||
L = NULL;
|
||||
}
|
||||
|
||||
// initialize VM
|
||||
Msg("[SCRIPT] Attempting to start up the entity system...\n");
|
||||
L = lua_open();
|
||||
|
||||
// no need to continue if VM failed to initialize
|
||||
if(!L)
|
||||
{
|
||||
Msg("[SCRIPT] Unable to initialize Lua VM.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// load base libraries
|
||||
luaopen_base(L);
|
||||
luaopen_table(L);
|
||||
luaopen_string(L);
|
||||
luaopen_math(L);
|
||||
|
||||
// initialize luabind
|
||||
luabind::open(L);
|
||||
|
||||
// initialize game-specific library
|
||||
//FF_TODO: CFFLuaLib::Init(L);
|
||||
|
||||
Msg("[SCRIPT] Entity system initialization successful.\n");
|
||||
}
|
||||
|
||||
#ifdef FF_DLL
|
||||
void CFFScriptManager::LevelInit(const char* szMapName)
|
||||
{
|
||||
const char* default_luafile = "maps/default.lua";
|
||||
//FF_TODO: VPROF_BUDGET("CFFScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
|
||||
|
||||
if(!szMapName)
|
||||
return;
|
||||
|
||||
//FF_TODO: g_Disable_Timelimit = false;
|
||||
|
||||
// setup VM
|
||||
Init();
|
||||
|
||||
// load lua files
|
||||
BeginScriptLoad();
|
||||
LoadFile(L, "maps/includes/base.lua");
|
||||
|
||||
char filename[256] = {0};
|
||||
char globalscript_filename[256] = {0};
|
||||
// Even though LoadFile already checks to see if the file exists, we'll check now so at least the default map lua file is loaded.
|
||||
// That way servers can keep their suffix set without worrying about every map having whatever game mode they always want to use.
|
||||
if ( sv_mapluasuffix.GetString()[0] != '0' )
|
||||
{
|
||||
Msg( "[SCRIPT] sv_mapluasuffix set to %s | finding maps\\%s__%s__.lua\n", sv_mapluasuffix.GetString(), szMapName, sv_mapluasuffix.GetString() );
|
||||
if ( filesystem->FileExists( UTIL_VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
|
||||
{
|
||||
Q_snprintf( filename, sizeof(filename), "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() );
|
||||
Msg( "[SCRIPT] maps\\%s__%s__.lua found\n", szMapName, sv_mapluasuffix.GetString() );
|
||||
}
|
||||
else
|
||||
{
|
||||
Msg( "[SCRIPT] maps\\%s__%s__.lua not found | reverting to maps\\%s.lua\n", szMapName, sv_mapluasuffix.GetString(), szMapName);
|
||||
}
|
||||
}
|
||||
|
||||
// Load global include script, overwriting previously loaded stuff per map
|
||||
if( sv_luaglobalscript.GetString()[0] != '0' )
|
||||
{
|
||||
const char* scriptname = sv_luaglobalscript.GetString();
|
||||
Msg("[SCRIPT] sv_luaglobalscript set to %s | loading global script maps maps\\globalscripts\\%s.lua\n", scriptname, scriptname );
|
||||
if( filesystem->FileExists( UTIL_VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
|
||||
{
|
||||
Q_snprintf( globalscript_filename, sizeof(globalscript_filename), "maps/globalscripts/%s.lua", scriptname );
|
||||
Msg("[SCRIPT] maps\\globalscripts\\%s.lua found\n", scriptname );\
|
||||
}
|
||||
else
|
||||
{
|
||||
Msg("[SCRIPT] global script maps\\globalscripts\\%s.lua not found - nothing loaded post map lua.\n", scriptname );
|
||||
}
|
||||
}
|
||||
|
||||
if ( !filename[0] )
|
||||
Q_snprintf( filename, sizeof(filename), "maps/%s.lua", szMapName );
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Try a precache, rumor has it this will cause the engine to send the lua files to clients
|
||||
// FF_TODO: dexter - disabled for now, doesnt work anyway right?
|
||||
//if(PRECACHE_LUA_FILES)
|
||||
//{
|
||||
// V_FixSlashes(filename);
|
||||
// if(filesystem->FileExists(filename))
|
||||
// {
|
||||
// Util_AddDownload(filename);
|
||||
|
||||
// if(!engine->IsGenericPrecached(filename))
|
||||
// engine->PrecacheGeneric(filename, true);
|
||||
// }
|
||||
// else // - if no map lua is found, send default (for testing mainly)
|
||||
// {
|
||||
// // no check - this file should *always* be there
|
||||
// Util_AddDownload(default_luafile);
|
||||
// if(!engine->IsGenericPrecached(default_luafile))
|
||||
// engine->PrecacheGeneric(default_luafile, true);
|
||||
// }
|
||||
//
|
||||
|
||||
// // if we have a globalscript, precache it as well
|
||||
// if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
|
||||
// {
|
||||
// V_FixSlashes(globalscript_filename);
|
||||
// if(filesystem->FileExists(globalscript_filename))
|
||||
// {
|
||||
// Util_AddDownload(globalscript_filename);
|
||||
|
||||
// if(!engine->IsGenericPrecached(globalscript_filename))
|
||||
// engine->PrecacheGeneric(globalscript_filename, true);
|
||||
// }
|
||||
// }
|
||||
|
||||
// //////////////////////////////////////////////////////////////////////////
|
||||
// /*char testfile[] = {"maps/ff_dm.txt"};
|
||||
// V_FixSlashes(testfile);
|
||||
// if(filesystem->FileExists(testfile))
|
||||
// {
|
||||
// Util_AddDownload(testfile);
|
||||
|
||||
// if(!engine->IsGenericPrecached(testfile))
|
||||
// engine->PrecacheGeneric(testfile, true);
|
||||
// }*/
|
||||
// //////////////////////////////////////////////////////////////////////////
|
||||
//}
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
if(filesystem->FileExists(filename))
|
||||
m_ScriptExists = LoadFile(L, filename);
|
||||
else
|
||||
{
|
||||
Msg("[SCRIPT] File %s not found! Loaded fallback lua %s\n", filename, default_luafile);
|
||||
m_ScriptExists = LoadFile(L, default_luafile);
|
||||
}
|
||||
|
||||
// force loading global script in another call :/
|
||||
if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
|
||||
{
|
||||
//BeginScriptLoad();
|
||||
LoadFile(L, globalscript_filename);
|
||||
//EndScriptLoad();
|
||||
}
|
||||
|
||||
EndScriptLoad();
|
||||
|
||||
// spawn the helper entity
|
||||
//FF_TODO: CFFEntitySystemHelper::Create();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef FF_DLL
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::LevelShutdown()
|
||||
{
|
||||
// shutdown the VM
|
||||
if(L)
|
||||
{
|
||||
lua_close(L);
|
||||
L = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::OnScriptLoad(const char* szFileName,
|
||||
const char* szFileContents)
|
||||
{
|
||||
// ignore the message if we are not still in the "loading" phase
|
||||
if(!m_isLoading)
|
||||
return;
|
||||
|
||||
// compute checksums of file contents
|
||||
CRC32_ProcessBuffer(&m_scriptCRC,
|
||||
szFileContents,
|
||||
strlen(szFileContents));
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::BeginScriptLoad()
|
||||
{
|
||||
CRC32_Init(&m_scriptCRC);
|
||||
m_isLoading = true;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
void CFFScriptManager::EndScriptLoad()
|
||||
{
|
||||
CRC32_Final(&m_scriptCRC);
|
||||
m_isLoading = false;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
bool CFFScriptManager::LoadFile( lua_State *L, const char *filename)
|
||||
{
|
||||
//FF_TODO: VPROF_BUDGET( "CFFScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
|
||||
|
||||
// don't allow scripters to sneak in scripts after the initial load
|
||||
if(!_scriptman.m_isLoading)
|
||||
{
|
||||
Warning("[SCRIPT] Loading of scripts after initial map load is not allowed.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
// open the file
|
||||
Msg("[SCRIPT] Loading Lua File: %s\n", filename);
|
||||
FileHandle_t hFile = filesystem->Open(filename, "rb", "MOD");
|
||||
|
||||
if (!hFile)
|
||||
{
|
||||
Warning("[SCRIPT] %s either does not exist or could not be opened.\n", filename);
|
||||
return false;
|
||||
}
|
||||
|
||||
// allocate buffer for file contents
|
||||
int fileSize = filesystem->Size(hFile);
|
||||
char *buffer = (char*)MemAllocScratch(fileSize + 1);
|
||||
Assert(buffer);
|
||||
|
||||
// load file contents into a null-terminated buffer
|
||||
filesystem->Read(buffer, fileSize, hFile);
|
||||
buffer[fileSize] = 0;
|
||||
filesystem->Close(hFile);
|
||||
|
||||
// preprocess script data
|
||||
_scriptman.OnScriptLoad(filename, buffer);
|
||||
|
||||
// load script
|
||||
int errorCode = luaL_loadbuffer(L, buffer, fileSize, filename);
|
||||
|
||||
// check if load was successful
|
||||
if(errorCode)
|
||||
{
|
||||
if(errorCode == LUA_ERRSYNTAX )
|
||||
{
|
||||
// syntax error, lookup description for the error
|
||||
const char *error = lua_tostring(L, -1);
|
||||
if (error)
|
||||
{
|
||||
Warning("Error loading %s: %s\n", filename, error);
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
else
|
||||
Warning("Unknown Syntax Error loading %s\n", filename);
|
||||
}
|
||||
else
|
||||
{
|
||||
Msg("Unknown Error loading %s\n", filename);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// execute script. script at top scrop gets exectued
|
||||
lua_pcall(L, 0, 0, 0);
|
||||
Msg( "[SCRIPT] Successfully loaded %s\n", filename );
|
||||
|
||||
// cleanup
|
||||
MemFreeScratch();
|
||||
return true;
|
||||
}
|
|
@ -1,8 +1,113 @@
|
|||
|
||||
// ff_scriptman.h
|
||||
|
||||
#ifndef FF_SCRIPTMAN_H
|
||||
#define FF_SCRIPTMAN_H
|
||||
|
||||
////
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// includes
|
||||
#ifndef CHECKSUM_CRC_H
|
||||
#include "checksum_crc.h"
|
||||
#endif
|
||||
|
||||
#define PRECACHE_LUA_FILES 1
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// forward declarations
|
||||
struct lua_State;
|
||||
|
||||
namespace luabind
|
||||
{
|
||||
namespace adl
|
||||
{
|
||||
class object;
|
||||
}
|
||||
}
|
||||
|
||||
class CFFLuaSC;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
class CFFScriptManager
|
||||
{
|
||||
public:
|
||||
// 'structors
|
||||
CFFScriptManager();
|
||||
~CFFScriptManager();
|
||||
|
||||
public:
|
||||
// inserts the lua file into the script environment
|
||||
static bool LoadFile(lua_State*, const char* filePath);
|
||||
|
||||
public:
|
||||
// loads the scripts for the level
|
||||
void LevelInit(const char* szMapName);
|
||||
|
||||
// cleans up the scripts for the most recent level
|
||||
void LevelShutdown();
|
||||
|
||||
private:
|
||||
// initializes the script VM
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
// surround code that loads scripts to capture crc checksum
|
||||
// of the scripts that are loaded
|
||||
void BeginScriptLoad();
|
||||
void EndScriptLoad();
|
||||
|
||||
private:
|
||||
// called when a script is loaded. internally computes the
|
||||
// crc checksum of the file contents
|
||||
void OnScriptLoad(const char* szFileName, const char* szFileContents);
|
||||
|
||||
public:
|
||||
// sets a global variable in the script environment
|
||||
static void SetVar( lua_State *L, const char *name, const char *value );
|
||||
static void SetVar( lua_State *L, const char *name, int value );
|
||||
static void SetVar( lua_State *L, const char *name, float value );
|
||||
void SetVar(const char* name, const char* value);
|
||||
void SetVar(const char* name, int value);
|
||||
void SetVar(const char* name, float value);
|
||||
|
||||
// gets a global variable from the script environment
|
||||
const char* GetString(const char* name);
|
||||
int GetInt(const char* name);
|
||||
float GetFloat(const char* name);
|
||||
|
||||
bool GetObject(CBaseEntity* pEntity, luabind::adl::object& outObject);
|
||||
bool GetObject(const char* szTableName, luabind::adl::object& outObject);
|
||||
|
||||
bool GetFunction(CBaseEntity* pEntity,
|
||||
const char* szFunctionName,
|
||||
luabind::adl::object& outObject);
|
||||
|
||||
bool GetFunction(luabind::adl::object& tableObject,
|
||||
const char* szFunctionName,
|
||||
luabind::adl::object& outObject);
|
||||
|
||||
public:
|
||||
int RunPredicates( CBaseEntity *pObject, CBaseEntity *pEntity, const char *szFunctionName = NULL);
|
||||
bool RunPredicates_LUA( CBaseEntity *pObject, CFFLuaSC *pContext, const char *szFunctionName );
|
||||
|
||||
public:
|
||||
// returns the lua interpreter
|
||||
lua_State* GetLuaState() const { return L; }
|
||||
bool ScriptExists( void ) const { return m_ScriptExists; }
|
||||
|
||||
// returns the crc checksum of the currently active script
|
||||
CRC32_t GetScriptCRC() const { return m_scriptCRC; }
|
||||
|
||||
private:
|
||||
// private data
|
||||
lua_State* L; // lua VM
|
||||
bool m_ScriptExists;
|
||||
bool m_isLoading;
|
||||
CRC32_t m_scriptCRC;
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// global externs
|
||||
extern CFFScriptManager _scriptman;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue