mirror of
https://github.com/fortressforever/fortressforever-2013.git
synced 2024-11-29 23:51:58 +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
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@ -13,14 +13,7 @@
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// engine
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#include "filesystem.h"
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// lua
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//extern "C"
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//{
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// #include "lua.h"
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// #include "lualib.h"
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// #include "lauxlib.h"
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//}
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//
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// TODO: check if these things are still needed for lua/luabind
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//#undef MINMAX_H
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//#undef min
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//#undef max
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@ -33,3 +26,321 @@
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if FF_DLL
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// custom game modes made so damn easy
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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.");
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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.");
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#endif
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/////////////////////////////////////////////////////////////////////////////
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using namespace luabind;
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/////////////////////////////////////////////////////////////////////////////
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// globals
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CFFScriptManager _scriptman;
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/////////////////////////////////////////////////////////////////////////////
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CFFScriptManager::CFFScriptManager()
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: L(NULL)
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, m_isLoading(false)
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, m_scriptCRC(0)
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, m_ScriptExists(false)
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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CFFScriptManager::~CFFScriptManager()
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{
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Shutdown();
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}
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::Shutdown()
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{
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m_ScriptExists = false;
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// shtutdown VM
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if(L)
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{
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lua_close(L);
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L = NULL;
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::Init()
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{
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// shutdown VM if already running
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if(L)
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{
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lua_close(L);
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L = NULL;
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}
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// initialize VM
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Msg("[SCRIPT] Attempting to start up the entity system...\n");
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L = lua_open();
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// no need to continue if VM failed to initialize
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if(!L)
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{
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Msg("[SCRIPT] Unable to initialize Lua VM.\n");
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return;
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}
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// load base libraries
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luaopen_base(L);
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luaopen_table(L);
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luaopen_string(L);
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luaopen_math(L);
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// initialize luabind
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luabind::open(L);
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// initialize game-specific library
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//FF_TODO: CFFLuaLib::Init(L);
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Msg("[SCRIPT] Entity system initialization successful.\n");
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}
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#ifdef FF_DLL
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void CFFScriptManager::LevelInit(const char* szMapName)
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{
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const char* default_luafile = "maps/default.lua";
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//FF_TODO: VPROF_BUDGET("CFFScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
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if(!szMapName)
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return;
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//FF_TODO: g_Disable_Timelimit = false;
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// setup VM
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Init();
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// load lua files
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BeginScriptLoad();
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LoadFile(L, "maps/includes/base.lua");
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char filename[256] = {0};
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char globalscript_filename[256] = {0};
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// 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.
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// That way servers can keep their suffix set without worrying about every map having whatever game mode they always want to use.
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if ( sv_mapluasuffix.GetString()[0] != '0' )
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{
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Msg( "[SCRIPT] sv_mapluasuffix set to %s | finding maps\\%s__%s__.lua\n", sv_mapluasuffix.GetString(), szMapName, sv_mapluasuffix.GetString() );
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if ( filesystem->FileExists( UTIL_VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
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{
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Q_snprintf( filename, sizeof(filename), "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() );
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Msg( "[SCRIPT] maps\\%s__%s__.lua found\n", szMapName, sv_mapluasuffix.GetString() );
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}
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else
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{
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Msg( "[SCRIPT] maps\\%s__%s__.lua not found | reverting to maps\\%s.lua\n", szMapName, sv_mapluasuffix.GetString(), szMapName);
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}
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}
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// Load global include script, overwriting previously loaded stuff per map
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if( sv_luaglobalscript.GetString()[0] != '0' )
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{
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const char* scriptname = sv_luaglobalscript.GetString();
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Msg("[SCRIPT] sv_luaglobalscript set to %s | loading global script maps maps\\globalscripts\\%s.lua\n", scriptname, scriptname );
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if( filesystem->FileExists( UTIL_VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
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{
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Q_snprintf( globalscript_filename, sizeof(globalscript_filename), "maps/globalscripts/%s.lua", scriptname );
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Msg("[SCRIPT] maps\\globalscripts\\%s.lua found\n", scriptname );\
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}
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else
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{
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Msg("[SCRIPT] global script maps\\globalscripts\\%s.lua not found - nothing loaded post map lua.\n", scriptname );
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}
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}
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if ( !filename[0] )
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Q_snprintf( filename, sizeof(filename), "maps/%s.lua", szMapName );
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//////////////////////////////////////////////////////////////////////////
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// Try a precache, rumor has it this will cause the engine to send the lua files to clients
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// FF_TODO: dexter - disabled for now, doesnt work anyway right?
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//if(PRECACHE_LUA_FILES)
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//{
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// V_FixSlashes(filename);
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// if(filesystem->FileExists(filename))
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// {
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// Util_AddDownload(filename);
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// if(!engine->IsGenericPrecached(filename))
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// engine->PrecacheGeneric(filename, true);
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// }
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// else // - if no map lua is found, send default (for testing mainly)
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// {
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// // no check - this file should *always* be there
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// Util_AddDownload(default_luafile);
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// if(!engine->IsGenericPrecached(default_luafile))
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// engine->PrecacheGeneric(default_luafile, true);
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// }
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//
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// // if we have a globalscript, precache it as well
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// if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
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// {
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// V_FixSlashes(globalscript_filename);
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// if(filesystem->FileExists(globalscript_filename))
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// {
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// Util_AddDownload(globalscript_filename);
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// if(!engine->IsGenericPrecached(globalscript_filename))
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// engine->PrecacheGeneric(globalscript_filename, true);
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// }
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// }
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// //////////////////////////////////////////////////////////////////////////
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// /*char testfile[] = {"maps/ff_dm.txt"};
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// V_FixSlashes(testfile);
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// if(filesystem->FileExists(testfile))
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// {
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// Util_AddDownload(testfile);
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// if(!engine->IsGenericPrecached(testfile))
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// engine->PrecacheGeneric(testfile, true);
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// }*/
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// //////////////////////////////////////////////////////////////////////////
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//}
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//////////////////////////////////////////////////////////////////////////
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if(filesystem->FileExists(filename))
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m_ScriptExists = LoadFile(L, filename);
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else
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{
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Msg("[SCRIPT] File %s not found! Loaded fallback lua %s\n", filename, default_luafile);
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m_ScriptExists = LoadFile(L, default_luafile);
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}
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// force loading global script in another call :/
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if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
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{
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//BeginScriptLoad();
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LoadFile(L, globalscript_filename);
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//EndScriptLoad();
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}
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EndScriptLoad();
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// spawn the helper entity
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//FF_TODO: CFFEntitySystemHelper::Create();
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}
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#endif
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#ifdef FF_DLL
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::LevelShutdown()
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{
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// shutdown the VM
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if(L)
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{
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lua_close(L);
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L = NULL;
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}
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}
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#endif
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::OnScriptLoad(const char* szFileName,
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const char* szFileContents)
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{
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// ignore the message if we are not still in the "loading" phase
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if(!m_isLoading)
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return;
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// compute checksums of file contents
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CRC32_ProcessBuffer(&m_scriptCRC,
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szFileContents,
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strlen(szFileContents));
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}
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::BeginScriptLoad()
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{
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CRC32_Init(&m_scriptCRC);
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m_isLoading = true;
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}
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/////////////////////////////////////////////////////////////////////////////
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void CFFScriptManager::EndScriptLoad()
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{
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CRC32_Final(&m_scriptCRC);
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m_isLoading = false;
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}
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/////////////////////////////////////////////////////////////////////////////
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bool CFFScriptManager::LoadFile( lua_State *L, const char *filename)
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{
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//FF_TODO: VPROF_BUDGET( "CFFScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
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// don't allow scripters to sneak in scripts after the initial load
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if(!_scriptman.m_isLoading)
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{
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Warning("[SCRIPT] Loading of scripts after initial map load is not allowed.\n");
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return false;
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}
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// open the file
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Msg("[SCRIPT] Loading Lua File: %s\n", filename);
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FileHandle_t hFile = filesystem->Open(filename, "rb", "MOD");
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if (!hFile)
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{
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Warning("[SCRIPT] %s either does not exist or could not be opened.\n", filename);
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return false;
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}
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// allocate buffer for file contents
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int fileSize = filesystem->Size(hFile);
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char *buffer = (char*)MemAllocScratch(fileSize + 1);
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Assert(buffer);
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// load file contents into a null-terminated buffer
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filesystem->Read(buffer, fileSize, hFile);
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buffer[fileSize] = 0;
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filesystem->Close(hFile);
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// preprocess script data
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_scriptman.OnScriptLoad(filename, buffer);
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// load script
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int errorCode = luaL_loadbuffer(L, buffer, fileSize, filename);
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// check if load was successful
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if(errorCode)
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{
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if(errorCode == LUA_ERRSYNTAX )
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{
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// syntax error, lookup description for the error
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const char *error = lua_tostring(L, -1);
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if (error)
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{
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Warning("Error loading %s: %s\n", filename, error);
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lua_pop( L, 1 );
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}
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else
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Warning("Unknown Syntax Error loading %s\n", filename);
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}
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else
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{
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Msg("Unknown Error loading %s\n", filename);
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}
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return false;
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}
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// execute script. script at top scrop gets exectued
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lua_pcall(L, 0, 0, 0);
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Msg( "[SCRIPT] Successfully loaded %s\n", filename );
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// cleanup
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MemFreeScratch();
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return true;
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}
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@ -1,8 +1,113 @@
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// ff_scriptman.h
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#ifndef FF_SCRIPTMAN_H
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#define FF_SCRIPTMAN_H
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////
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/////////////////////////////////////////////////////////////////////////////
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// includes
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#ifndef CHECKSUM_CRC_H
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#include "checksum_crc.h"
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#endif
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#define PRECACHE_LUA_FILES 1
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/////////////////////////////////////////////////////////////////////////////
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// forward declarations
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struct lua_State;
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namespace luabind
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{
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namespace adl
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{
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class object;
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}
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}
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class CFFLuaSC;
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/////////////////////////////////////////////////////////////////////////////
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class CFFScriptManager
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{
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public:
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// 'structors
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CFFScriptManager();
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~CFFScriptManager();
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public:
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// inserts the lua file into the script environment
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static bool LoadFile(lua_State*, const char* filePath);
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public:
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// loads the scripts for the level
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void LevelInit(const char* szMapName);
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// cleans up the scripts for the most recent level
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void LevelShutdown();
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private:
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// initializes the script VM
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void Init();
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void Shutdown();
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// surround code that loads scripts to capture crc checksum
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// of the scripts that are loaded
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void BeginScriptLoad();
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void EndScriptLoad();
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private:
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// called when a script is loaded. internally computes the
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// crc checksum of the file contents
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void OnScriptLoad(const char* szFileName, const char* szFileContents);
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public:
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// sets a global variable in the script environment
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static void SetVar( lua_State *L, const char *name, const char *value );
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static void SetVar( lua_State *L, const char *name, int value );
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static void SetVar( lua_State *L, const char *name, float value );
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void SetVar(const char* name, const char* value);
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void SetVar(const char* name, int value);
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void SetVar(const char* name, float value);
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// gets a global variable from the script environment
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const char* GetString(const char* name);
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int GetInt(const char* name);
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float GetFloat(const char* name);
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bool GetObject(CBaseEntity* pEntity, luabind::adl::object& outObject);
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bool GetObject(const char* szTableName, luabind::adl::object& outObject);
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bool GetFunction(CBaseEntity* pEntity,
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const char* szFunctionName,
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luabind::adl::object& outObject);
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bool GetFunction(luabind::adl::object& tableObject,
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const char* szFunctionName,
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luabind::adl::object& outObject);
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public:
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int RunPredicates( CBaseEntity *pObject, CBaseEntity *pEntity, const char *szFunctionName = NULL);
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bool RunPredicates_LUA( CBaseEntity *pObject, CFFLuaSC *pContext, const char *szFunctionName );
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public:
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// returns the lua interpreter
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lua_State* GetLuaState() const { return L; }
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bool ScriptExists( void ) const { return m_ScriptExists; }
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// returns the crc checksum of the currently active script
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CRC32_t GetScriptCRC() const { return m_scriptCRC; }
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private:
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// private data
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lua_State* L; // lua VM
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bool m_ScriptExists;
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bool m_isLoading;
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CRC32_t m_scriptCRC;
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};
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/////////////////////////////////////////////////////////////////////////////
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// global externs
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extern CFFScriptManager _scriptman;
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/////////////////////////////////////////////////////////////////////////////
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#endif
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