SRB2/src/lua_script.c
MascaraSnake 5c8b50ca8b Merge branch 'next' into udmf-next
# Conflicts:
#	src/p_saveg.c
#	src/p_slopes.c
#	src/p_spec.c
2020-05-01 12:44:39 +02:00

1430 lines
36 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by John "JTE" Muniz.
// Copyright (C) 2012-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_script.c
/// \brief Lua scripting basics
#include "doomdef.h"
#include "fastcmp.h"
#include "dehacked.h"
#include "z_zone.h"
#include "w_wad.h"
#include "p_setup.h"
#include "r_state.h"
#include "r_sky.h"
#include "g_game.h"
#include "f_finale.h"
#include "byteptr.h"
#include "p_saveg.h"
#include "p_local.h"
#include "p_slopes.h" // for P_SlopeById
#ifdef LUA_ALLOW_BYTECODE
#include "d_netfil.h" // for LUA_DumpFile
#endif
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hook.h"
#include "doomstat.h"
lua_State *gL = NULL;
// List of internal libraries to load from SRB2
static lua_CFunction liblist[] = {
LUA_EnumLib, // global metatable for enums
LUA_SOCLib, // A_Action functions, freeslot
LUA_BaseLib, // string concatination by +, CONS_Printf, p_local.h stuff (P_InstaThrust, P_Move), etc.
LUA_MathLib, // fixed_t and angle_t math functions
LUA_HookLib, // hookAdd and hook-calling functions
LUA_ConsoleLib, // console command/variable functions and structs
LUA_InfoLib, // info.h stuff: mobjinfo_t, mobjinfo[], state_t, states[]
LUA_MobjLib, // mobj_t, mapthing_t
LUA_PlayerLib, // player_t
LUA_SkinLib, // skin_t, skins[]
LUA_ThinkerLib, // thinker_t
LUA_MapLib, // line_t, side_t, sector_t, subsector_t
LUA_BlockmapLib, // blockmap stuff
LUA_HudLib, // HUD stuff
NULL
};
// Lua asks for memory using this.
static void *LUA_Alloc(void *ud, void *ptr, size_t osize, size_t nsize)
{
(void)ud;
if (nsize == 0) {
if (osize != 0)
Z_Free(ptr);
return NULL;
} else
return Z_Realloc(ptr, nsize, PU_LUA, NULL);
}
// Panic function Lua calls when there's an unprotected error.
// This function cannot return. Lua would kill the application anyway if it did.
FUNCNORETURN static int LUA_Panic(lua_State *L)
{
CONS_Alert(CONS_ERROR,"LUA PANIC! %s\n",lua_tostring(L,-1));
I_Error("An unfortunate Lua processing error occurred in the exe itself. This is not a scripting error on your part.");
#ifndef __GNUC__
return -1;
#endif
}
// Moved here from lib_getenum.
int LUA_PushGlobals(lua_State *L, const char *word)
{
if (fastcmp(word,"gamemap")) {
lua_pushinteger(L, gamemap);
return 1;
} else if (fastcmp(word,"udmf")) {
lua_pushboolean(L, udmf);
return 1;
} else if (fastcmp(word,"maptol")) {
lua_pushinteger(L, maptol);
return 1;
} else if (fastcmp(word,"ultimatemode")) {
lua_pushboolean(L, ultimatemode != 0);
return 1;
} else if (fastcmp(word,"mariomode")) {
lua_pushboolean(L, mariomode != 0);
return 1;
} else if (fastcmp(word,"twodlevel")) {
lua_pushboolean(L, twodlevel != 0);
return 1;
} else if (fastcmp(word,"circuitmap")) {
lua_pushboolean(L, circuitmap);
return 1;
} else if (fastcmp(word,"stoppedclock")) {
lua_pushboolean(L, stoppedclock);
return 1;
} else if (fastcmp(word,"netgame")) {
lua_pushboolean(L, netgame);
return 1;
} else if (fastcmp(word,"multiplayer")) {
lua_pushboolean(L, multiplayer);
return 1;
} else if (fastcmp(word,"modeattacking")) {
lua_pushboolean(L, modeattacking);
return 1;
} else if (fastcmp(word,"splitscreen")) {
lua_pushboolean(L, splitscreen);
return 1;
} else if (fastcmp(word,"gamecomplete")) {
lua_pushboolean(L, gamecomplete);
return 1;
} else if (fastcmp(word,"devparm")) {
lua_pushboolean(L, devparm);
return 1;
} else if (fastcmp(word,"modifiedgame")) {
lua_pushboolean(L, modifiedgame && !savemoddata);
return 1;
} else if (fastcmp(word,"menuactive")) {
lua_pushboolean(L, menuactive);
return 1;
} else if (fastcmp(word,"paused")) {
lua_pushboolean(L, paused);
return 1;
} else if (fastcmp(word,"bluescore")) {
lua_pushinteger(L, bluescore);
return 1;
} else if (fastcmp(word,"redscore")) {
lua_pushinteger(L, redscore);
return 1;
} else if (fastcmp(word,"timelimit")) {
lua_pushinteger(L, cv_timelimit.value);
return 1;
} else if (fastcmp(word,"pointlimit")) {
lua_pushinteger(L, cv_pointlimit.value);
return 1;
// begin map vars
} else if (fastcmp(word,"spstage_start")) {
lua_pushinteger(L, spstage_start);
return 1;
} else if (fastcmp(word,"sstage_start")) {
lua_pushinteger(L, sstage_start);
return 1;
} else if (fastcmp(word,"sstage_end")) {
lua_pushinteger(L, sstage_end);
return 1;
} else if (fastcmp(word,"smpstage_start")) {
lua_pushinteger(L, smpstage_start);
return 1;
} else if (fastcmp(word,"smpstage_end")) {
lua_pushinteger(L, smpstage_end);
return 1;
} else if (fastcmp(word,"titlemap")) {
lua_pushinteger(L, titlemap);
return 1;
} else if (fastcmp(word,"titlemapinaction")) {
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
return 1;
} else if (fastcmp(word,"bootmap")) {
lua_pushinteger(L, bootmap);
return 1;
} else if (fastcmp(word,"tutorialmap")) {
lua_pushinteger(L, tutorialmap);
return 1;
} else if (fastcmp(word,"tutorialmode")) {
lua_pushboolean(L, tutorialmode);
return 1;
// end map vars
// begin CTF colors
} else if (fastcmp(word,"skincolor_redteam")) {
lua_pushinteger(L, skincolor_redteam);
return 1;
} else if (fastcmp(word,"skincolor_blueteam")) {
lua_pushinteger(L, skincolor_blueteam);
return 1;
} else if (fastcmp(word,"skincolor_redring")) {
lua_pushinteger(L, skincolor_redring);
return 1;
} else if (fastcmp(word,"skincolor_bluering")) {
lua_pushinteger(L, skincolor_bluering);
return 1;
// end CTF colors
// begin timers
} else if (fastcmp(word,"invulntics")) {
lua_pushinteger(L, invulntics);
return 1;
} else if (fastcmp(word,"sneakertics")) {
lua_pushinteger(L, sneakertics);
return 1;
} else if (fastcmp(word,"flashingtics")) {
lua_pushinteger(L, flashingtics);
return 1;
} else if (fastcmp(word,"tailsflytics")) {
lua_pushinteger(L, tailsflytics);
return 1;
} else if (fastcmp(word,"underwatertics")) {
lua_pushinteger(L, underwatertics);
return 1;
} else if (fastcmp(word,"spacetimetics")) {
lua_pushinteger(L, spacetimetics);
return 1;
} else if (fastcmp(word,"extralifetics")) {
lua_pushinteger(L, extralifetics);
return 1;
} else if (fastcmp(word,"nightslinktics")) {
lua_pushinteger(L, nightslinktics);
return 1;
} else if (fastcmp(word,"gameovertics")) {
lua_pushinteger(L, gameovertics);
return 1;
} else if (fastcmp(word,"ammoremovaltics")) {
lua_pushinteger(L, ammoremovaltics);
return 1;
// end timers
} else if (fastcmp(word,"gametype")) {
lua_pushinteger(L, gametype);
return 1;
} else if (fastcmp(word,"gametyperules")) {
lua_pushinteger(L, gametyperules);
return 1;
} else if (fastcmp(word,"leveltime")) {
lua_pushinteger(L, leveltime);
return 1;
} else if (fastcmp(word,"sstimer")) {
lua_pushinteger(L, sstimer);
return 1;
} else if (fastcmp(word,"curWeather")) {
lua_pushinteger(L, curWeather);
return 1;
} else if (fastcmp(word,"globalweather")) {
lua_pushinteger(L, globalweather);
return 1;
} else if (fastcmp(word,"levelskynum")) {
lua_pushinteger(L, levelskynum);
return 1;
} else if (fastcmp(word,"globallevelskynum")) {
lua_pushinteger(L, globallevelskynum);
return 1;
} else if (fastcmp(word,"mapmusname")) {
lua_pushstring(L, mapmusname);
return 1;
} else if (fastcmp(word,"mapmusflags")) {
lua_pushinteger(L, mapmusflags);
return 1;
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
// local player variables, by popular request
} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
if (displayplayer < 0 || !playeringame[displayplayer])
return 0;
LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
return 0;
LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
return 1;
// end local player variables
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"emeralds")) {
lua_pushinteger(L, emeralds);
return 1;
} else if (fastcmp(word,"gravity")) {
lua_pushinteger(L, gravity);
return 1;
} else if (fastcmp(word,"VERSIONSTRING")) {
lua_pushstring(L, VERSIONSTRING);
return 1;
} else if (fastcmp(word, "token")) {
lua_pushinteger(L, token);
return 1;
}
return 0;
}
// See the above.
int LUA_CheckGlobals(lua_State *L, const char *word)
{
if (fastcmp(word, "redscore"))
redscore = (UINT32)luaL_checkinteger(L, 2);
else if (fastcmp(word, "bluescore"))
bluescore = (UINT32)luaL_checkinteger(L, 2);
else
return 0;
// Global variable set, so return and don't error.
return 1;
}
// This function decides which global variables you are allowed to set.
static int setglobals(lua_State *L)
{
const char *csname;
char *name;
lua_remove(L, 1); // we're not gonna be using _G
csname = lua_tostring(L, 1);
// make an uppercase copy of the name
name = Z_StrDup(csname);
strupr(name);
if (fastncmp(name, "A_", 2) && lua_isfunction(L, 2))
{
// Accept new A_Action functions
// Add the action to Lua actions refrence table
lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
lua_pushstring(L, name); // "A_ACTION"
lua_pushvalue(L, 2); // function
lua_rawset(L, -3); // rawset doesn't trigger this metatable again.
// otherwise we would've used setfield, obviously.
Z_Free(name);
return 0;
}
if (LUA_CheckGlobals(L, csname))
return 0;
Z_Free(name);
return luaL_error(L, "Implicit global " LUA_QS " prevented. Create a local variable instead.", csname);
}
// Clear and create a new Lua state, laddo!
// There's SCRIPTIN to be had!
static void LUA_ClearState(void)
{
lua_State *L;
int i;
// close previous state
if (gL)
lua_close(gL);
gL = NULL;
CONS_Printf(M_GetText("Pardon me while I initialize the Lua scripting interface...\n"));
// allocate state
L = lua_newstate(LUA_Alloc, NULL);
lua_atpanic(L, LUA_Panic);
// open base libraries
luaL_openlibs(L);
lua_pop(L, -1);
// make LREG_VALID table for all pushed userdata cache.
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, LREG_VALID);
// open srb2 libraries
for(i = 0; liblist[i]; i++) {
lua_pushcfunction(L, liblist[i]);
lua_call(L, 0, 0);
}
// lock the global namespace
lua_getmetatable(L, LUA_GLOBALSINDEX);
lua_pushcfunction(L, setglobals);
lua_setfield(L, -2, "__newindex");
lua_newtable(L);
lua_setfield(L, -2, "__metatable");
lua_pop(L, 1);
// lua state is ready!
gL = L;
}
#ifdef _DEBUG
void LUA_ClearExtVars(void)
{
if (!gL)
return;
lua_newtable(gL);
lua_setfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
}
#endif
// Use this variable to prevent certain functions from running
// if they were not called on lump load
// (i.e. they were called in hooks or coroutines etc)
boolean lua_lumploading = false;
// Load a script from a MYFILE
static inline void LUA_LoadFile(MYFILE *f, char *name)
{
if (!name)
name = wadfiles[f->wad]->filename;
CONS_Printf("Loading Lua script from %s\n", name);
if (!gL) // Lua needs to be initialized
LUA_ClearState();
lua_pushinteger(gL, f->wad);
lua_setfield(gL, LUA_REGISTRYINDEX, "WAD");
lua_lumploading = true; // turn on loading flag
if (luaL_loadbuffer(gL, f->data, f->size, va("@%s",name)) || lua_pcall(gL, 0, 0, 0)) {
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL,-1));
lua_pop(gL,1);
}
lua_gc(gL, LUA_GCCOLLECT, 0);
lua_lumploading = false; // turn off again
}
// Load a script from a lump
void LUA_LoadLump(UINT16 wad, UINT16 lump)
{
MYFILE f;
char *name;
size_t len;
f.wad = wad;
f.size = W_LumpLengthPwad(wad, lump);
f.data = Z_Malloc(f.size, PU_LUA, NULL);
W_ReadLumpPwad(wad, lump, f.data);
f.curpos = f.data;
len = strlen(wadfiles[wad]->filename); // length of file name
if (wadfiles[wad]->type == RET_LUA)
{
name = malloc(len+1);
strcpy(name, wadfiles[wad]->filename);
}
else // If it's not a .lua file, copy the lump name in too.
{
lumpinfo_t *lump_p = &wadfiles[wad]->lumpinfo[lump];
len += 1 + strlen(lump_p->fullname); // length of file name, '|', and lump name
name = malloc(len+1);
sprintf(name, "%s|%s", wadfiles[wad]->filename, lump_p->fullname);
name[len] = '\0';
}
LUA_LoadFile(&f, name); // actually load file!
free(name);
Z_Free(f.data);
}
#ifdef LUA_ALLOW_BYTECODE
// must match lua_Writer
static int dumpWriter(lua_State *L, const void *p, size_t sz, void *ud)
{
FILE *handle = (FILE*)ud;
I_Assert(handle != NULL);
(void)L;
if (!sz) return 0; // nothing to write? can't fail that! :D
return (fwrite(p, 1, sz, handle) != sz); // if fwrite != sz, we've failed.
}
// Compile a script by name and dump it back to disk.
void LUA_DumpFile(const char *filename)
{
FILE *handle;
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(&sectors[i]);
LUA_InvalidateUserdata(&sectors[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, &sectors[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 = &sectors[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;
}