mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-29 14:10:43 +00:00
5c8b50ca8b
# Conflicts: # src/p_saveg.c # src/p_slopes.c # src/p_spec.c
1430 lines
36 KiB
C
1430 lines
36 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by John "JTE" Muniz.
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// Copyright (C) 2012-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file lua_script.c
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/// \brief Lua scripting basics
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#include "doomdef.h"
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#include "fastcmp.h"
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#include "dehacked.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "p_setup.h"
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#include "r_state.h"
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#include "r_sky.h"
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#include "g_game.h"
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#include "f_finale.h"
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#include "byteptr.h"
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#include "p_saveg.h"
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#include "p_local.h"
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#include "p_slopes.h" // for P_SlopeById
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#ifdef LUA_ALLOW_BYTECODE
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#include "d_netfil.h" // for LUA_DumpFile
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#endif
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#include "lua_script.h"
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#include "lua_libs.h"
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#include "lua_hook.h"
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#include "doomstat.h"
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lua_State *gL = NULL;
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// List of internal libraries to load from SRB2
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static lua_CFunction liblist[] = {
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LUA_EnumLib, // global metatable for enums
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LUA_SOCLib, // A_Action functions, freeslot
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LUA_BaseLib, // string concatination by +, CONS_Printf, p_local.h stuff (P_InstaThrust, P_Move), etc.
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LUA_MathLib, // fixed_t and angle_t math functions
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LUA_HookLib, // hookAdd and hook-calling functions
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LUA_ConsoleLib, // console command/variable functions and structs
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LUA_InfoLib, // info.h stuff: mobjinfo_t, mobjinfo[], state_t, states[]
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LUA_MobjLib, // mobj_t, mapthing_t
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LUA_PlayerLib, // player_t
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LUA_SkinLib, // skin_t, skins[]
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LUA_ThinkerLib, // thinker_t
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LUA_MapLib, // line_t, side_t, sector_t, subsector_t
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LUA_BlockmapLib, // blockmap stuff
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LUA_HudLib, // HUD stuff
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NULL
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};
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// Lua asks for memory using this.
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static void *LUA_Alloc(void *ud, void *ptr, size_t osize, size_t nsize)
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{
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(void)ud;
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if (nsize == 0) {
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if (osize != 0)
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Z_Free(ptr);
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return NULL;
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} else
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return Z_Realloc(ptr, nsize, PU_LUA, NULL);
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}
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// Panic function Lua calls when there's an unprotected error.
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// This function cannot return. Lua would kill the application anyway if it did.
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FUNCNORETURN static int LUA_Panic(lua_State *L)
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{
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CONS_Alert(CONS_ERROR,"LUA PANIC! %s\n",lua_tostring(L,-1));
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I_Error("An unfortunate Lua processing error occurred in the exe itself. This is not a scripting error on your part.");
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#ifndef __GNUC__
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return -1;
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#endif
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}
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// Moved here from lib_getenum.
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int LUA_PushGlobals(lua_State *L, const char *word)
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{
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if (fastcmp(word,"gamemap")) {
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lua_pushinteger(L, gamemap);
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return 1;
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} else if (fastcmp(word,"udmf")) {
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lua_pushboolean(L, udmf);
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return 1;
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} else if (fastcmp(word,"maptol")) {
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lua_pushinteger(L, maptol);
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return 1;
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} else if (fastcmp(word,"ultimatemode")) {
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lua_pushboolean(L, ultimatemode != 0);
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return 1;
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} else if (fastcmp(word,"mariomode")) {
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lua_pushboolean(L, mariomode != 0);
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return 1;
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} else if (fastcmp(word,"twodlevel")) {
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lua_pushboolean(L, twodlevel != 0);
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return 1;
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} else if (fastcmp(word,"circuitmap")) {
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lua_pushboolean(L, circuitmap);
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return 1;
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} else if (fastcmp(word,"stoppedclock")) {
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lua_pushboolean(L, stoppedclock);
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return 1;
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} else if (fastcmp(word,"netgame")) {
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lua_pushboolean(L, netgame);
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return 1;
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} else if (fastcmp(word,"multiplayer")) {
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lua_pushboolean(L, multiplayer);
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return 1;
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} else if (fastcmp(word,"modeattacking")) {
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lua_pushboolean(L, modeattacking);
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return 1;
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} else if (fastcmp(word,"splitscreen")) {
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lua_pushboolean(L, splitscreen);
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return 1;
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} else if (fastcmp(word,"gamecomplete")) {
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lua_pushboolean(L, gamecomplete);
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return 1;
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} else if (fastcmp(word,"devparm")) {
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lua_pushboolean(L, devparm);
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return 1;
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} else if (fastcmp(word,"modifiedgame")) {
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lua_pushboolean(L, modifiedgame && !savemoddata);
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return 1;
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} else if (fastcmp(word,"menuactive")) {
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lua_pushboolean(L, menuactive);
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return 1;
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} else if (fastcmp(word,"paused")) {
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lua_pushboolean(L, paused);
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return 1;
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} else if (fastcmp(word,"bluescore")) {
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lua_pushinteger(L, bluescore);
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return 1;
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} else if (fastcmp(word,"redscore")) {
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lua_pushinteger(L, redscore);
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return 1;
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} else if (fastcmp(word,"timelimit")) {
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lua_pushinteger(L, cv_timelimit.value);
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return 1;
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} else if (fastcmp(word,"pointlimit")) {
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lua_pushinteger(L, cv_pointlimit.value);
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return 1;
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// begin map vars
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} else if (fastcmp(word,"spstage_start")) {
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lua_pushinteger(L, spstage_start);
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return 1;
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} else if (fastcmp(word,"sstage_start")) {
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lua_pushinteger(L, sstage_start);
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return 1;
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} else if (fastcmp(word,"sstage_end")) {
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lua_pushinteger(L, sstage_end);
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return 1;
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} else if (fastcmp(word,"smpstage_start")) {
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lua_pushinteger(L, smpstage_start);
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return 1;
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} else if (fastcmp(word,"smpstage_end")) {
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lua_pushinteger(L, smpstage_end);
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return 1;
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} else if (fastcmp(word,"titlemap")) {
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lua_pushinteger(L, titlemap);
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return 1;
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} else if (fastcmp(word,"titlemapinaction")) {
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lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
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return 1;
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} else if (fastcmp(word,"bootmap")) {
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lua_pushinteger(L, bootmap);
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return 1;
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} else if (fastcmp(word,"tutorialmap")) {
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lua_pushinteger(L, tutorialmap);
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return 1;
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} else if (fastcmp(word,"tutorialmode")) {
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lua_pushboolean(L, tutorialmode);
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return 1;
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// end map vars
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// begin CTF colors
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} else if (fastcmp(word,"skincolor_redteam")) {
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lua_pushinteger(L, skincolor_redteam);
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return 1;
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} else if (fastcmp(word,"skincolor_blueteam")) {
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lua_pushinteger(L, skincolor_blueteam);
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return 1;
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} else if (fastcmp(word,"skincolor_redring")) {
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lua_pushinteger(L, skincolor_redring);
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return 1;
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} else if (fastcmp(word,"skincolor_bluering")) {
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lua_pushinteger(L, skincolor_bluering);
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return 1;
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// end CTF colors
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// begin timers
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} else if (fastcmp(word,"invulntics")) {
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lua_pushinteger(L, invulntics);
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return 1;
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} else if (fastcmp(word,"sneakertics")) {
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lua_pushinteger(L, sneakertics);
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return 1;
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} else if (fastcmp(word,"flashingtics")) {
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lua_pushinteger(L, flashingtics);
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return 1;
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} else if (fastcmp(word,"tailsflytics")) {
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lua_pushinteger(L, tailsflytics);
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return 1;
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} else if (fastcmp(word,"underwatertics")) {
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lua_pushinteger(L, underwatertics);
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return 1;
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} else if (fastcmp(word,"spacetimetics")) {
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lua_pushinteger(L, spacetimetics);
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return 1;
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} else if (fastcmp(word,"extralifetics")) {
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lua_pushinteger(L, extralifetics);
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return 1;
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} else if (fastcmp(word,"nightslinktics")) {
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lua_pushinteger(L, nightslinktics);
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return 1;
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} else if (fastcmp(word,"gameovertics")) {
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lua_pushinteger(L, gameovertics);
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return 1;
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} else if (fastcmp(word,"ammoremovaltics")) {
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lua_pushinteger(L, ammoremovaltics);
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return 1;
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// end timers
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} else if (fastcmp(word,"gametype")) {
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lua_pushinteger(L, gametype);
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return 1;
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} else if (fastcmp(word,"gametyperules")) {
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lua_pushinteger(L, gametyperules);
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return 1;
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} else if (fastcmp(word,"leveltime")) {
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lua_pushinteger(L, leveltime);
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return 1;
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} else if (fastcmp(word,"sstimer")) {
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lua_pushinteger(L, sstimer);
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return 1;
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} else if (fastcmp(word,"curWeather")) {
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lua_pushinteger(L, curWeather);
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return 1;
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} else if (fastcmp(word,"globalweather")) {
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lua_pushinteger(L, globalweather);
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return 1;
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} else if (fastcmp(word,"levelskynum")) {
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lua_pushinteger(L, levelskynum);
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return 1;
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} else if (fastcmp(word,"globallevelskynum")) {
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lua_pushinteger(L, globallevelskynum);
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return 1;
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} else if (fastcmp(word,"mapmusname")) {
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lua_pushstring(L, mapmusname);
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return 1;
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} else if (fastcmp(word,"mapmusflags")) {
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lua_pushinteger(L, mapmusflags);
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return 1;
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} else if (fastcmp(word,"mapmusposition")) {
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lua_pushinteger(L, mapmusposition);
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return 1;
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// local player variables, by popular request
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} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
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if (consoleplayer < 0 || !playeringame[consoleplayer])
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return 0;
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LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
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return 1;
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} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
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if (displayplayer < 0 || !playeringame[displayplayer])
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return 0;
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LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
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return 1;
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} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
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if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
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return 0;
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LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
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return 1;
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// end local player variables
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} else if (fastcmp(word,"server")) {
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if ((!multiplayer || !netgame) && !playeringame[serverplayer])
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return 0;
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LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
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return 1;
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} else if (fastcmp(word,"emeralds")) {
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lua_pushinteger(L, emeralds);
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return 1;
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} else if (fastcmp(word,"gravity")) {
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lua_pushinteger(L, gravity);
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return 1;
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} else if (fastcmp(word,"VERSIONSTRING")) {
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lua_pushstring(L, VERSIONSTRING);
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return 1;
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} else if (fastcmp(word, "token")) {
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lua_pushinteger(L, token);
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return 1;
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}
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return 0;
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}
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// See the above.
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int LUA_CheckGlobals(lua_State *L, const char *word)
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{
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if (fastcmp(word, "redscore"))
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redscore = (UINT32)luaL_checkinteger(L, 2);
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else if (fastcmp(word, "bluescore"))
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bluescore = (UINT32)luaL_checkinteger(L, 2);
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else
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return 0;
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// Global variable set, so return and don't error.
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return 1;
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}
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// This function decides which global variables you are allowed to set.
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static int setglobals(lua_State *L)
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{
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const char *csname;
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char *name;
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lua_remove(L, 1); // we're not gonna be using _G
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csname = lua_tostring(L, 1);
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// make an uppercase copy of the name
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name = Z_StrDup(csname);
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strupr(name);
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if (fastncmp(name, "A_", 2) && lua_isfunction(L, 2))
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{
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// Accept new A_Action functions
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// Add the action to Lua actions refrence table
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
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lua_pushstring(L, name); // "A_ACTION"
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lua_pushvalue(L, 2); // function
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lua_rawset(L, -3); // rawset doesn't trigger this metatable again.
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// otherwise we would've used setfield, obviously.
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Z_Free(name);
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return 0;
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}
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if (LUA_CheckGlobals(L, csname))
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return 0;
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Z_Free(name);
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return luaL_error(L, "Implicit global " LUA_QS " prevented. Create a local variable instead.", csname);
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}
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// Clear and create a new Lua state, laddo!
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// There's SCRIPTIN to be had!
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static void LUA_ClearState(void)
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{
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lua_State *L;
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int i;
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// close previous state
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if (gL)
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lua_close(gL);
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gL = NULL;
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CONS_Printf(M_GetText("Pardon me while I initialize the Lua scripting interface...\n"));
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// allocate state
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L = lua_newstate(LUA_Alloc, NULL);
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lua_atpanic(L, LUA_Panic);
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// open base libraries
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luaL_openlibs(L);
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lua_pop(L, -1);
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// make LREG_VALID table for all pushed userdata cache.
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lua_newtable(L);
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lua_setfield(L, LUA_REGISTRYINDEX, LREG_VALID);
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// open srb2 libraries
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for(i = 0; liblist[i]; i++) {
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lua_pushcfunction(L, liblist[i]);
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lua_call(L, 0, 0);
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}
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// lock the global namespace
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lua_getmetatable(L, LUA_GLOBALSINDEX);
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lua_pushcfunction(L, setglobals);
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lua_setfield(L, -2, "__newindex");
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lua_newtable(L);
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lua_setfield(L, -2, "__metatable");
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lua_pop(L, 1);
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// lua state is ready!
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gL = L;
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}
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#ifdef _DEBUG
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void LUA_ClearExtVars(void)
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{
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if (!gL)
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return;
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lua_newtable(gL);
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lua_setfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
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}
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#endif
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// Use this variable to prevent certain functions from running
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// if they were not called on lump load
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// (i.e. they were called in hooks or coroutines etc)
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boolean lua_lumploading = false;
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// Load a script from a MYFILE
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static inline void LUA_LoadFile(MYFILE *f, char *name)
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{
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if (!name)
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name = wadfiles[f->wad]->filename;
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CONS_Printf("Loading Lua script from %s\n", name);
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if (!gL) // Lua needs to be initialized
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LUA_ClearState();
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lua_pushinteger(gL, f->wad);
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lua_setfield(gL, LUA_REGISTRYINDEX, "WAD");
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lua_lumploading = true; // turn on loading flag
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if (luaL_loadbuffer(gL, f->data, f->size, va("@%s",name)) || lua_pcall(gL, 0, 0, 0)) {
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL,-1));
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lua_pop(gL,1);
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}
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lua_gc(gL, LUA_GCCOLLECT, 0);
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lua_lumploading = false; // turn off again
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}
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// Load a script from a lump
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void LUA_LoadLump(UINT16 wad, UINT16 lump)
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{
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MYFILE f;
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char *name;
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size_t len;
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f.wad = wad;
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f.size = W_LumpLengthPwad(wad, lump);
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f.data = Z_Malloc(f.size, PU_LUA, NULL);
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W_ReadLumpPwad(wad, lump, f.data);
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f.curpos = f.data;
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len = strlen(wadfiles[wad]->filename); // length of file name
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if (wadfiles[wad]->type == RET_LUA)
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{
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name = malloc(len+1);
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strcpy(name, wadfiles[wad]->filename);
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}
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else // If it's not a .lua file, copy the lump name in too.
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{
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lumpinfo_t *lump_p = &wadfiles[wad]->lumpinfo[lump];
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len += 1 + strlen(lump_p->fullname); // length of file name, '|', and lump name
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name = malloc(len+1);
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sprintf(name, "%s|%s", wadfiles[wad]->filename, lump_p->fullname);
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name[len] = '\0';
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}
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LUA_LoadFile(&f, name); // actually load file!
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free(name);
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Z_Free(f.data);
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}
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#ifdef LUA_ALLOW_BYTECODE
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// must match lua_Writer
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static int dumpWriter(lua_State *L, const void *p, size_t sz, void *ud)
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{
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|
FILE *handle = (FILE*)ud;
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I_Assert(handle != NULL);
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(void)L;
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if (!sz) return 0; // nothing to write? can't fail that! :D
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return (fwrite(p, 1, sz, handle) != sz); // if fwrite != sz, we've failed.
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}
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// Compile a script by name and dump it back to disk.
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void LUA_DumpFile(const char *filename)
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{
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FILE *handle;
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char filenamebuf[MAX_WADPATH];
|
|
|
|
if (!gL) // Lua needs to be initialized
|
|
LUA_ClearState(false);
|
|
|
|
// find the file the SRB2 way
|
|
strncpy(filenamebuf, filename, MAX_WADPATH);
|
|
filenamebuf[MAX_WADPATH - 1] = '\0';
|
|
filename = filenamebuf;
|
|
if ((handle = fopen(filename, "rb")) == NULL)
|
|
{
|
|
// If we failed to load the file with the path as specified by
|
|
// the user, strip the directories and search for the file.
|
|
nameonly(filenamebuf);
|
|
|
|
// If findfile finds the file, the full path will be returned
|
|
// in filenamebuf == filename.
|
|
if (findfile(filenamebuf, NULL, true))
|
|
{
|
|
if ((handle = fopen(filename, "rb")) == NULL)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Can't open %s\n"), filename);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("File %s not found.\n"), filename);
|
|
return;
|
|
}
|
|
}
|
|
fclose(handle);
|
|
|
|
// pass the path we found to Lua
|
|
// luaL_loadfile will open and read the file in as a Lua function
|
|
if (luaL_loadfile(gL, filename)) {
|
|
CONS_Alert(CONS_ERROR,"%s\n",lua_tostring(gL,-1));
|
|
lua_pop(gL, 1);
|
|
return;
|
|
}
|
|
|
|
// dump it back to disk
|
|
if ((handle = fopen(filename, "wb")) == NULL)
|
|
CONS_Alert(CONS_ERROR, M_GetText("Can't write to %s\n"), filename);
|
|
if (lua_dump(gL, dumpWriter, handle))
|
|
CONS_Printf("Failed while writing %s to disk... Sorry!\n", filename);
|
|
else
|
|
CONS_Printf("Successfully compiled %s into bytecode.\n", filename);
|
|
fclose(handle);
|
|
lua_pop(gL, 1); // function is still on stack after lua_dump
|
|
lua_gc(gL, LUA_GCCOLLECT, 0);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
fixed_t LUA_EvalMath(const char *word)
|
|
{
|
|
lua_State *L = NULL;
|
|
char buf[1024], *b;
|
|
const char *p;
|
|
fixed_t res = 0;
|
|
|
|
// make a new state so SOC can't interefere with scripts
|
|
// allocate state
|
|
L = lua_newstate(LUA_Alloc, NULL);
|
|
lua_atpanic(L, LUA_Panic);
|
|
|
|
// open only enum lib
|
|
lua_pushcfunction(L, LUA_EnumLib);
|
|
lua_pushboolean(L, true);
|
|
lua_call(L, 1, 0);
|
|
|
|
// change ^ into ^^ for Lua.
|
|
strcpy(buf, "return ");
|
|
b = buf+strlen(buf);
|
|
for (p = word; *p && b < &buf[1022]; p++)
|
|
{
|
|
*b++ = *p;
|
|
if (*p == '^')
|
|
*b++ = '^';
|
|
}
|
|
*b = '\0';
|
|
|
|
// eval string.
|
|
lua_pop(L, -1);
|
|
if (luaL_dostring(L, buf))
|
|
{
|
|
p = lua_tostring(L, -1);
|
|
while (*p++ != ':' && *p) ;
|
|
p += 3; // "1: "
|
|
CONS_Alert(CONS_WARNING, "%s\n", p);
|
|
}
|
|
else
|
|
res = lua_tointeger(L, -1);
|
|
|
|
// clean up and return.
|
|
lua_close(L);
|
|
return res;
|
|
}
|
|
|
|
/*
|
|
LUA_PushUserdata but no userdata is created.
|
|
You can't invalidate it therefore.
|
|
*/
|
|
|
|
void LUA_PushLightUserdata (lua_State *L, void *data, const char *meta)
|
|
{
|
|
if (data)
|
|
{
|
|
lua_pushlightuserdata(L, data);
|
|
luaL_getmetatable(L, meta);
|
|
/*
|
|
The metatable is the last value on the stack, so this
|
|
applies it to the second value, which is the userdata.
|
|
*/
|
|
lua_setmetatable(L, -2);
|
|
}
|
|
else
|
|
lua_pushnil(L);
|
|
}
|
|
|
|
// Takes a pointer, any pointer, and a metatable name
|
|
// Creates a userdata for that pointer with the given metatable
|
|
// Pushes it to the stack and stores it in the registry.
|
|
void LUA_PushUserdata(lua_State *L, void *data, const char *meta)
|
|
{
|
|
void **userdata;
|
|
|
|
if (!data) { // push a NULL
|
|
lua_pushnil(L);
|
|
return;
|
|
}
|
|
|
|
lua_getfield(L, LUA_REGISTRYINDEX, LREG_VALID);
|
|
I_Assert(lua_istable(L, -1));
|
|
lua_pushlightuserdata(L, data);
|
|
lua_rawget(L, -2);
|
|
if (lua_isnil(L, -1)) { // no userdata? deary me, we'll have to make one.
|
|
lua_pop(L, 1); // pop the nil
|
|
|
|
// create the userdata
|
|
userdata = lua_newuserdata(L, sizeof(void *));
|
|
*userdata = data;
|
|
luaL_getmetatable(L, meta);
|
|
lua_setmetatable(L, -2);
|
|
|
|
// Set it in the registry so we can find it again
|
|
lua_pushlightuserdata(L, data); // k (store the userdata via the data's pointer)
|
|
lua_pushvalue(L, -2); // v (copy of the userdata)
|
|
lua_rawset(L, -4);
|
|
|
|
// stack is left with the userdata on top, as if getting it had originally succeeded.
|
|
}
|
|
lua_remove(L, -2); // remove LREG_VALID
|
|
}
|
|
|
|
// When userdata is freed, use this function to remove it from Lua.
|
|
void LUA_InvalidateUserdata(void *data)
|
|
{
|
|
void **userdata;
|
|
if (!gL)
|
|
return;
|
|
|
|
// fetch the userdata
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, LREG_VALID);
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_pushlightuserdata(gL, data);
|
|
lua_rawget(gL, -2);
|
|
if (lua_isnil(gL, -1)) { // not found, not in lua
|
|
lua_pop(gL, 2); // pop nil and LREG_VALID
|
|
return;
|
|
}
|
|
|
|
// nullify any additional data
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_pushlightuserdata(gL, data);
|
|
lua_pushnil(gL);
|
|
lua_rawset(gL, -3);
|
|
lua_pop(gL, 1);
|
|
|
|
// invalidate the userdata
|
|
userdata = lua_touserdata(gL, -1);
|
|
*userdata = NULL;
|
|
lua_pop(gL, 1);
|
|
|
|
// remove it from the registry
|
|
lua_pushlightuserdata(gL, data);
|
|
lua_pushnil(gL);
|
|
lua_rawset(gL, -3);
|
|
lua_pop(gL, 1); // pop LREG_VALID
|
|
}
|
|
|
|
// Invalidate level data arrays
|
|
void LUA_InvalidateLevel(void)
|
|
{
|
|
thinker_t *th;
|
|
size_t i;
|
|
ffloor_t *rover = NULL;
|
|
if (!gL)
|
|
return;
|
|
for (i = 0; i < NUM_THINKERLISTS; i++)
|
|
for (th = thlist[i].next; th && th != &thlist[i]; th = th->next)
|
|
LUA_InvalidateUserdata(th);
|
|
|
|
LUA_InvalidateMapthings();
|
|
|
|
for (i = 0; i < numsubsectors; i++)
|
|
LUA_InvalidateUserdata(&subsectors[i]);
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
LUA_InvalidateUserdata(§ors[i]);
|
|
LUA_InvalidateUserdata(§ors[i].lines);
|
|
if (sectors[i].ffloors)
|
|
{
|
|
for (rover = sectors[i].ffloors; rover; rover = rover->next)
|
|
LUA_InvalidateUserdata(rover);
|
|
}
|
|
}
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
LUA_InvalidateUserdata(&lines[i]);
|
|
LUA_InvalidateUserdata(lines[i].sidenum);
|
|
}
|
|
for (i = 0; i < numsides; i++)
|
|
LUA_InvalidateUserdata(&sides[i]);
|
|
for (i = 0; i < numvertexes; i++)
|
|
LUA_InvalidateUserdata(&vertexes[i]);
|
|
#ifdef HAVE_LUA_SEGS
|
|
for (i = 0; i < numsegs; i++)
|
|
LUA_InvalidateUserdata(&segs[i]);
|
|
for (i = 0; i < numnodes; i++)
|
|
{
|
|
LUA_InvalidateUserdata(&nodes[i]);
|
|
LUA_InvalidateUserdata(nodes[i].bbox);
|
|
LUA_InvalidateUserdata(nodes[i].children);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LUA_InvalidateMapthings(void)
|
|
{
|
|
size_t i;
|
|
if (!gL)
|
|
return;
|
|
|
|
for (i = 0; i < nummapthings; i++)
|
|
LUA_InvalidateUserdata(&mapthings[i]);
|
|
}
|
|
|
|
void LUA_InvalidatePlayer(player_t *player)
|
|
{
|
|
if (!gL)
|
|
return;
|
|
LUA_InvalidateUserdata(player);
|
|
LUA_InvalidateUserdata(player->powers);
|
|
LUA_InvalidateUserdata(&player->cmd);
|
|
}
|
|
|
|
enum
|
|
{
|
|
ARCH_NULL=0,
|
|
ARCH_BOOLEAN,
|
|
ARCH_SIGNED,
|
|
ARCH_STRING,
|
|
ARCH_TABLE,
|
|
|
|
ARCH_MOBJINFO,
|
|
ARCH_STATE,
|
|
ARCH_MOBJ,
|
|
ARCH_PLAYER,
|
|
ARCH_MAPTHING,
|
|
ARCH_VERTEX,
|
|
ARCH_LINE,
|
|
ARCH_SIDE,
|
|
ARCH_SUBSECTOR,
|
|
ARCH_SECTOR,
|
|
#ifdef HAVE_LUA_SEGS
|
|
ARCH_SEG,
|
|
ARCH_NODE,
|
|
#endif
|
|
ARCH_FFLOOR,
|
|
ARCH_SLOPE,
|
|
ARCH_MAPHEADER,
|
|
|
|
ARCH_TEND=0xFF,
|
|
};
|
|
|
|
static const struct {
|
|
const char *meta;
|
|
UINT8 arch;
|
|
} meta2arch[] = {
|
|
{META_MOBJINFO, ARCH_MOBJINFO},
|
|
{META_STATE, ARCH_STATE},
|
|
{META_MOBJ, ARCH_MOBJ},
|
|
{META_PLAYER, ARCH_PLAYER},
|
|
{META_MAPTHING, ARCH_MAPTHING},
|
|
{META_VERTEX, ARCH_VERTEX},
|
|
{META_LINE, ARCH_LINE},
|
|
{META_SIDE, ARCH_SIDE},
|
|
{META_SUBSECTOR,ARCH_SUBSECTOR},
|
|
{META_SECTOR, ARCH_SECTOR},
|
|
#ifdef HAVE_LUA_SEGS
|
|
{META_SEG, ARCH_SEG},
|
|
{META_NODE, ARCH_NODE},
|
|
#endif
|
|
{META_FFLOOR, ARCH_FFLOOR},
|
|
{META_SLOPE, ARCH_SLOPE},
|
|
{META_MAPHEADER, ARCH_MAPHEADER},
|
|
{NULL, ARCH_NULL}
|
|
};
|
|
|
|
static UINT8 GetUserdataArchType(int index)
|
|
{
|
|
UINT8 i;
|
|
lua_getmetatable(gL, index);
|
|
|
|
for (i = 0; meta2arch[i].meta; i++)
|
|
{
|
|
luaL_getmetatable(gL, meta2arch[i].meta);
|
|
if (lua_rawequal(gL, -1, -2))
|
|
{
|
|
lua_pop(gL, 2);
|
|
return meta2arch[i].arch;
|
|
}
|
|
lua_pop(gL, 1);
|
|
}
|
|
|
|
lua_pop(gL, 1);
|
|
return ARCH_NULL;
|
|
}
|
|
|
|
static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
|
|
{
|
|
if (myindex < 0)
|
|
myindex = lua_gettop(gL)+1+myindex;
|
|
switch (lua_type(gL, myindex))
|
|
{
|
|
case LUA_TNONE:
|
|
case LUA_TNIL:
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
break;
|
|
// This might be a problem. D:
|
|
case LUA_TLIGHTUSERDATA:
|
|
case LUA_TTHREAD:
|
|
case LUA_TFUNCTION:
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
return 2;
|
|
case LUA_TBOOLEAN:
|
|
WRITEUINT8(save_p, ARCH_BOOLEAN);
|
|
WRITEUINT8(save_p, lua_toboolean(gL, myindex));
|
|
break;
|
|
case LUA_TNUMBER:
|
|
{
|
|
lua_Integer number = lua_tointeger(gL, myindex);
|
|
WRITEUINT8(save_p, ARCH_SIGNED);
|
|
WRITEFIXED(save_p, number);
|
|
break;
|
|
}
|
|
case LUA_TSTRING:
|
|
{
|
|
UINT16 len = (UINT16)lua_objlen(gL, myindex); // get length of string, including embedded zeros
|
|
const char *s = lua_tostring(gL, myindex);
|
|
UINT16 i = 0;
|
|
WRITEUINT8(save_p, ARCH_STRING);
|
|
// if you're wondering why we're writing a string to save_p this way,
|
|
// it turns out that Lua can have embedded zeros ('\0') in the strings,
|
|
// so we can't use WRITESTRING as that cuts off when it finds a '\0'.
|
|
// Saving the size of the string also allows us to get the size of the string on the other end,
|
|
// fixing the awful crashes previously encountered for reading strings longer than 1024
|
|
// (yes I know that's kind of a stupid thing to care about, but it'd be evil to trim or ignore them?)
|
|
// -- Monster Iestyn 05/08/18
|
|
WRITEUINT16(save_p, len); // save size of string
|
|
while (i < len)
|
|
WRITECHAR(save_p, s[i++]); // write chars individually, including the embedded zeros
|
|
break;
|
|
}
|
|
case LUA_TTABLE:
|
|
{
|
|
boolean found = false;
|
|
INT32 i;
|
|
UINT16 t = (UINT16)lua_objlen(gL, TABLESINDEX);
|
|
|
|
for (i = 1; i <= t && !found; i++)
|
|
{
|
|
lua_rawgeti(gL, TABLESINDEX, i);
|
|
if (lua_rawequal(gL, myindex, -1))
|
|
{
|
|
t = i;
|
|
found = true;
|
|
}
|
|
lua_pop(gL, 1);
|
|
}
|
|
if (!found)
|
|
t++;
|
|
|
|
WRITEUINT8(save_p, ARCH_TABLE);
|
|
WRITEUINT16(save_p, t);
|
|
|
|
if (!found)
|
|
{
|
|
lua_pushvalue(gL, myindex);
|
|
lua_rawseti(gL, TABLESINDEX, t);
|
|
return 1;
|
|
}
|
|
break;
|
|
}
|
|
case LUA_TUSERDATA:
|
|
switch (GetUserdataArchType(myindex))
|
|
{
|
|
case ARCH_MOBJINFO:
|
|
{
|
|
mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex));
|
|
WRITEUINT8(save_p, ARCH_MOBJINFO);
|
|
WRITEUINT16(save_p, info - mobjinfo);
|
|
break;
|
|
}
|
|
case ARCH_STATE:
|
|
{
|
|
state_t *state = *((state_t **)lua_touserdata(gL, myindex));
|
|
WRITEUINT8(save_p, ARCH_STATE);
|
|
WRITEUINT16(save_p, state - states);
|
|
break;
|
|
}
|
|
case ARCH_MOBJ:
|
|
{
|
|
mobj_t *mobj = *((mobj_t **)lua_touserdata(gL, myindex));
|
|
if (!mobj)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_MOBJ);
|
|
WRITEUINT32(save_p, mobj->mobjnum);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_PLAYER:
|
|
{
|
|
player_t *player = *((player_t **)lua_touserdata(gL, myindex));
|
|
if (!player)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_PLAYER);
|
|
WRITEUINT8(save_p, player - players);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_MAPTHING:
|
|
{
|
|
mapthing_t *mapthing = *((mapthing_t **)lua_touserdata(gL, myindex));
|
|
if (!mapthing)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_MAPTHING);
|
|
WRITEUINT16(save_p, mapthing - mapthings);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_VERTEX:
|
|
{
|
|
vertex_t *vertex = *((vertex_t **)lua_touserdata(gL, myindex));
|
|
if (!vertex)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_VERTEX);
|
|
WRITEUINT16(save_p, vertex - vertexes);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_LINE:
|
|
{
|
|
line_t *line = *((line_t **)lua_touserdata(gL, myindex));
|
|
if (!line)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_LINE);
|
|
WRITEUINT16(save_p, line - lines);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_SIDE:
|
|
{
|
|
side_t *side = *((side_t **)lua_touserdata(gL, myindex));
|
|
if (!side)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_SIDE);
|
|
WRITEUINT16(save_p, side - sides);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_SUBSECTOR:
|
|
{
|
|
subsector_t *subsector = *((subsector_t **)lua_touserdata(gL, myindex));
|
|
if (!subsector)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_SUBSECTOR);
|
|
WRITEUINT16(save_p, subsector - subsectors);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_SECTOR:
|
|
{
|
|
sector_t *sector = *((sector_t **)lua_touserdata(gL, myindex));
|
|
if (!sector)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_SECTOR);
|
|
WRITEUINT16(save_p, sector - sectors);
|
|
}
|
|
break;
|
|
}
|
|
#ifdef HAVE_LUA_SEGS
|
|
case ARCH_SEG:
|
|
{
|
|
seg_t *seg = *((seg_t **)lua_touserdata(gL, myindex));
|
|
if (!seg)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_SEG);
|
|
WRITEUINT16(save_p, seg - segs);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_NODE:
|
|
{
|
|
node_t *node = *((node_t **)lua_touserdata(gL, myindex));
|
|
if (!node)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_NODE);
|
|
WRITEUINT16(save_p, node - nodes);
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
case ARCH_FFLOOR:
|
|
{
|
|
ffloor_t *rover = *((ffloor_t **)lua_touserdata(gL, myindex));
|
|
if (!rover)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
UINT16 i = P_GetFFloorID(rover);
|
|
if (i == UINT16_MAX) // invalid ID
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else
|
|
{
|
|
WRITEUINT8(save_p, ARCH_FFLOOR);
|
|
WRITEUINT16(save_p, rover->target - sectors);
|
|
WRITEUINT16(save_p, i);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_SLOPE:
|
|
{
|
|
pslope_t *slope = *((pslope_t **)lua_touserdata(gL, myindex));
|
|
if (!slope)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_SLOPE);
|
|
WRITEUINT16(save_p, slope->id);
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_MAPHEADER:
|
|
{
|
|
mapheader_t *header = *((mapheader_t **)lua_touserdata(gL, myindex));
|
|
if (!header)
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
else {
|
|
WRITEUINT8(save_p, ARCH_MAPHEADER);
|
|
WRITEUINT16(save_p, header - *mapheaderinfo);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
WRITEUINT8(save_p, ARCH_NULL);
|
|
return 2;
|
|
}
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void ArchiveExtVars(void *pointer, const char *ptype)
|
|
{
|
|
int TABLESINDEX;
|
|
UINT16 i;
|
|
|
|
if (!gL) {
|
|
if (fastcmp(ptype,"player")) // players must always be included, even if no vars
|
|
WRITEUINT16(save_p, 0);
|
|
return;
|
|
}
|
|
|
|
TABLESINDEX = lua_gettop(gL);
|
|
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_pushlightuserdata(gL, pointer);
|
|
lua_rawget(gL, -2);
|
|
lua_remove(gL, -2); // pop LREG_EXTVARS
|
|
|
|
if (!lua_istable(gL, -1))
|
|
{ // no extra values table
|
|
lua_pop(gL, 1);
|
|
if (fastcmp(ptype,"player")) // players must always be included, even if no vars
|
|
WRITEUINT16(save_p, 0);
|
|
return;
|
|
}
|
|
|
|
lua_pushnil(gL);
|
|
for (i = 0; lua_next(gL, -2); i++)
|
|
lua_pop(gL, 1);
|
|
|
|
// skip anything that has an empty table and isn't a player.
|
|
if (i == 0)
|
|
{
|
|
if (fastcmp(ptype,"player")) // always include players even if they have no extra variables
|
|
WRITEUINT16(save_p, 0);
|
|
lua_pop(gL, 1);
|
|
return;
|
|
}
|
|
|
|
if (fastcmp(ptype,"mobj")) // mobjs must write their mobjnum as a header
|
|
WRITEUINT32(save_p, ((mobj_t *)pointer)->mobjnum);
|
|
WRITEUINT16(save_p, i);
|
|
lua_pushnil(gL);
|
|
while (lua_next(gL, -2))
|
|
{
|
|
I_Assert(lua_type(gL, -2) == LUA_TSTRING);
|
|
WRITESTRING(save_p, lua_tostring(gL, -2));
|
|
if (ArchiveValue(TABLESINDEX, -1) == 2)
|
|
CONS_Alert(CONS_ERROR, "Type of value for %s entry '%s' (%s) could not be archived!\n", ptype, lua_tostring(gL, -2), luaL_typename(gL, -1));
|
|
lua_pop(gL, 1);
|
|
}
|
|
|
|
lua_pop(gL, 1);
|
|
}
|
|
|
|
static int NetArchive(lua_State *L)
|
|
{
|
|
int TABLESINDEX = lua_upvalueindex(1);
|
|
int i, n = lua_gettop(L);
|
|
for (i = 1; i <= n; i++)
|
|
ArchiveValue(TABLESINDEX, i);
|
|
return n;
|
|
}
|
|
|
|
static void ArchiveTables(void)
|
|
{
|
|
int TABLESINDEX;
|
|
UINT16 i, n;
|
|
UINT8 e;
|
|
|
|
if (!gL)
|
|
return;
|
|
|
|
TABLESINDEX = lua_gettop(gL);
|
|
|
|
n = (UINT16)lua_objlen(gL, TABLESINDEX);
|
|
for (i = 1; i <= n; i++)
|
|
{
|
|
lua_rawgeti(gL, TABLESINDEX, i);
|
|
lua_pushnil(gL);
|
|
while (lua_next(gL, -2))
|
|
{
|
|
// Write key
|
|
e = ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
|
|
if (e == 2) // invalid key type (function, thread, lightuserdata, or anything we don't recognise)
|
|
{
|
|
lua_pushvalue(gL, -2);
|
|
CONS_Alert(CONS_ERROR, "Index '%s' (%s) of table %d could not be archived!\n", lua_tostring(gL, -1), luaL_typename(gL, -1), i);
|
|
lua_pop(gL, 1);
|
|
}
|
|
// Write value
|
|
e = ArchiveValue(TABLESINDEX, -1);
|
|
if (e == 1)
|
|
n++; // the table contained a new table we'll have to archive. :(
|
|
else if (e == 2) // invalid value type
|
|
{
|
|
lua_pushvalue(gL, -2);
|
|
CONS_Alert(CONS_ERROR, "Type of value for table %d entry '%s' (%s) could not be archived!\n", i, lua_tostring(gL, -1), luaL_typename(gL, -1));
|
|
lua_pop(gL, 1);
|
|
}
|
|
|
|
lua_pop(gL, 1);
|
|
}
|
|
lua_pop(gL, 1);
|
|
WRITEUINT8(save_p, ARCH_TEND);
|
|
}
|
|
}
|
|
|
|
static UINT8 UnArchiveValue(int TABLESINDEX)
|
|
{
|
|
UINT8 type = READUINT8(save_p);
|
|
switch (type)
|
|
{
|
|
case ARCH_NULL:
|
|
lua_pushnil(gL);
|
|
break;
|
|
case ARCH_BOOLEAN:
|
|
lua_pushboolean(gL, READUINT8(save_p));
|
|
break;
|
|
case ARCH_SIGNED:
|
|
lua_pushinteger(gL, READFIXED(save_p));
|
|
break;
|
|
case ARCH_STRING:
|
|
{
|
|
UINT16 len = READUINT16(save_p); // length of string, including embedded zeros
|
|
char *value;
|
|
UINT16 i = 0;
|
|
// See my comments in the ArchiveValue function;
|
|
// it's much the same for reading strings as writing them!
|
|
// (i.e. we can't use READSTRING either)
|
|
// -- Monster Iestyn 05/08/18
|
|
value = malloc(len); // make temp buffer of size len
|
|
// now read the actual string
|
|
while (i < len)
|
|
value[i++] = READCHAR(save_p); // read chars individually, including the embedded zeros
|
|
lua_pushlstring(gL, value, len); // push the string (note: this function supports embedded zeros)
|
|
free(value); // free the buffer
|
|
break;
|
|
}
|
|
case ARCH_TABLE:
|
|
{
|
|
UINT16 tid = READUINT16(save_p);
|
|
lua_rawgeti(gL, TABLESINDEX, tid);
|
|
if (lua_isnil(gL, -1))
|
|
{
|
|
lua_pop(gL, 1);
|
|
lua_newtable(gL);
|
|
lua_pushvalue(gL, -1);
|
|
lua_rawseti(gL, TABLESINDEX, tid);
|
|
return 2;
|
|
}
|
|
break;
|
|
}
|
|
case ARCH_MOBJINFO:
|
|
LUA_PushUserdata(gL, &mobjinfo[READUINT16(save_p)], META_MOBJINFO);
|
|
break;
|
|
case ARCH_STATE:
|
|
LUA_PushUserdata(gL, &states[READUINT16(save_p)], META_STATE);
|
|
break;
|
|
case ARCH_MOBJ:
|
|
LUA_PushUserdata(gL, P_FindNewPosition(READUINT32(save_p)), META_MOBJ);
|
|
break;
|
|
case ARCH_PLAYER:
|
|
LUA_PushUserdata(gL, &players[READUINT8(save_p)], META_PLAYER);
|
|
break;
|
|
case ARCH_MAPTHING:
|
|
LUA_PushUserdata(gL, &mapthings[READUINT16(save_p)], META_MAPTHING);
|
|
break;
|
|
case ARCH_VERTEX:
|
|
LUA_PushUserdata(gL, &vertexes[READUINT16(save_p)], META_VERTEX);
|
|
break;
|
|
case ARCH_LINE:
|
|
LUA_PushUserdata(gL, &lines[READUINT16(save_p)], META_LINE);
|
|
break;
|
|
case ARCH_SIDE:
|
|
LUA_PushUserdata(gL, &sides[READUINT16(save_p)], META_SIDE);
|
|
break;
|
|
case ARCH_SUBSECTOR:
|
|
LUA_PushUserdata(gL, &subsectors[READUINT16(save_p)], META_SUBSECTOR);
|
|
break;
|
|
case ARCH_SECTOR:
|
|
LUA_PushUserdata(gL, §ors[READUINT16(save_p)], META_SECTOR);
|
|
break;
|
|
#ifdef HAVE_LUA_SEGS
|
|
case ARCH_SEG:
|
|
LUA_PushUserdata(gL, &segs[READUINT16(save_p)], META_SEG);
|
|
break;
|
|
case ARCH_NODE:
|
|
LUA_PushUserdata(gL, &nodes[READUINT16(save_p)], META_NODE);
|
|
break;
|
|
#endif
|
|
case ARCH_FFLOOR:
|
|
{
|
|
sector_t *sector = §ors[READUINT16(save_p)];
|
|
UINT16 id = READUINT16(save_p);
|
|
ffloor_t *rover = P_GetFFloorByID(sector, id);
|
|
if (rover)
|
|
LUA_PushUserdata(gL, rover, META_FFLOOR);
|
|
break;
|
|
}
|
|
case ARCH_SLOPE:
|
|
LUA_PushUserdata(gL, P_SlopeById(READUINT16(save_p)), META_SLOPE);
|
|
break;
|
|
case ARCH_MAPHEADER:
|
|
LUA_PushUserdata(gL, mapheaderinfo[READUINT16(save_p)], META_MAPHEADER);
|
|
break;
|
|
case ARCH_TEND:
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void UnArchiveExtVars(void *pointer)
|
|
{
|
|
int TABLESINDEX;
|
|
UINT16 field_count = READUINT16(save_p);
|
|
UINT16 i;
|
|
char field[1024];
|
|
|
|
if (field_count == 0)
|
|
return;
|
|
I_Assert(gL != NULL);
|
|
|
|
TABLESINDEX = lua_gettop(gL);
|
|
lua_createtable(gL, 0, field_count); // pointer's ext vars subtable
|
|
|
|
for (i = 0; i < field_count; i++)
|
|
{
|
|
READSTRING(save_p, field);
|
|
UnArchiveValue(TABLESINDEX);
|
|
lua_setfield(gL, -2, field);
|
|
}
|
|
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_pushlightuserdata(gL, pointer);
|
|
lua_pushvalue(gL, -3); // pointer's ext vars subtable
|
|
lua_rawset(gL, -3);
|
|
lua_pop(gL, 2); // pop LREG_EXTVARS and pointer's subtable
|
|
}
|
|
|
|
static int NetUnArchive(lua_State *L)
|
|
{
|
|
int TABLESINDEX = lua_upvalueindex(1);
|
|
int i, n = lua_gettop(L);
|
|
for (i = 1; i <= n; i++)
|
|
UnArchiveValue(TABLESINDEX);
|
|
return n;
|
|
}
|
|
|
|
static void UnArchiveTables(void)
|
|
{
|
|
int TABLESINDEX;
|
|
UINT16 i, n;
|
|
|
|
if (!gL)
|
|
return;
|
|
|
|
TABLESINDEX = lua_gettop(gL);
|
|
|
|
n = (UINT16)lua_objlen(gL, TABLESINDEX);
|
|
for (i = 1; i <= n; i++)
|
|
{
|
|
lua_rawgeti(gL, TABLESINDEX, i);
|
|
while (true)
|
|
{
|
|
if (UnArchiveValue(TABLESINDEX) == 1) // read key
|
|
break;
|
|
if (UnArchiveValue(TABLESINDEX) == 2) // read value
|
|
n++;
|
|
if (lua_isnil(gL, -2)) // if key is nil (if a function etc was accidentally saved)
|
|
{
|
|
CONS_Alert(CONS_ERROR, "A nil key in table %d was found! (Invalid key type or corrupted save?)\n", i);
|
|
lua_pop(gL, 2); // pop key and value instead of setting them in the table, to prevent Lua panic errors
|
|
}
|
|
else
|
|
lua_rawset(gL, -3);
|
|
}
|
|
lua_pop(gL, 1);
|
|
}
|
|
}
|
|
|
|
void LUA_Step(void)
|
|
{
|
|
if (!gL)
|
|
return;
|
|
lua_settop(gL, 0);
|
|
lua_gc(gL, LUA_GCSTEP, 1);
|
|
}
|
|
|
|
void LUA_Archive(void)
|
|
{
|
|
INT32 i;
|
|
thinker_t *th;
|
|
|
|
if (gL)
|
|
lua_newtable(gL); // tables to be archived.
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] && i > 0) // dedicated servers...
|
|
continue;
|
|
// all players in game will be archived, even if they just add a 0.
|
|
ArchiveExtVars(&players[i], "player");
|
|
}
|
|
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
// archive function will determine when to skip mobjs,
|
|
// and write mobjnum in otherwise.
|
|
ArchiveExtVars(th, "mobj");
|
|
}
|
|
|
|
WRITEUINT32(save_p, UINT32_MAX); // end of mobjs marker, replaces mobjnum.
|
|
|
|
LUAh_NetArchiveHook(NetArchive); // call the NetArchive hook in archive mode
|
|
ArchiveTables();
|
|
|
|
if (gL)
|
|
lua_pop(gL, 1); // pop tables
|
|
}
|
|
|
|
void LUA_UnArchive(void)
|
|
{
|
|
UINT32 mobjnum;
|
|
INT32 i;
|
|
thinker_t *th;
|
|
|
|
if (gL)
|
|
lua_newtable(gL); // tables to be read
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] && i > 0) // dedicated servers...
|
|
continue;
|
|
UnArchiveExtVars(&players[i]);
|
|
}
|
|
|
|
do {
|
|
mobjnum = READUINT32(save_p); // read a mobjnum
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
if (((mobj_t *)th)->mobjnum != mobjnum) // find matching mobj
|
|
continue;
|
|
UnArchiveExtVars(th); // apply variables
|
|
}
|
|
} while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker.
|
|
|
|
LUAh_NetArchiveHook(NetUnArchive); // call the NetArchive hook in unarchive mode
|
|
UnArchiveTables();
|
|
|
|
if (gL)
|
|
lua_pop(gL, 1); // pop tables
|
|
}
|
|
|
|
// For mobj_t, player_t, etc. to take custom variables.
|
|
int Lua_optoption(lua_State *L, int narg,
|
|
const char *def, const char *const lst[])
|
|
{
|
|
const char *name = (def) ? luaL_optstring(L, narg, def) : luaL_checkstring(L, narg);
|
|
int i;
|
|
for (i=0; lst[i]; i++)
|
|
if (fastcmp(lst[i], name))
|
|
return i;
|
|
return -1;
|
|
}
|