rpg-x2/game/lua_game.c

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// game lib for lua
#include "g_lua.h"
#ifdef G_LUA
// game.Print(string text)
// Prints text to the server console
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static int Game_Print(lua_State *L) {
int i;
char buf[MAX_STRING_CHARS];
int n = lua_gettop(L);
memset(buf, 0, sizeof(buf));
lua_getglobal(L, "tostring");
LUA_DEBUG("Game_Print - start: ");
for(i = 1; i < n; i++)
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{
const char *s;
lua_pushvalue(L, -1);
lua_pushvalue(L, i);
lua_call(L, 1, 1);
s = lua_tostring(L, -1);
if(s == NULL)
{
LUA_DEBUG("Game_Print - return: no string");
return luaL_error(L, "'tostring' must return a string to 'print'");
}
Q_strcat(buf, sizeof(buf), s);
lua_pop(L, 1);
}
G_Printf("%s\n", buf);
LUA_DEBUG("Game_Print - return: printed string");
return 0;
}
// game.CenterPrint(integer clientNum, string text)
// Prints text to the center of the screen of the client with client number clientNum.
// If clientNum is -1 the text gets printed for all clients.
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static int Game_CenterPrint(lua_State *L) {
int i;
char buf[MAX_STRING_CHARS];
int n = lua_gettop(L);
int clNum = luaL_checknumber(L, 1);
memset(buf, 0, sizeof(buf));
lua_getglobal(L, "tostring");
LUA_DEBUG("Game_CenterPrint - start: ");
for(i = 1; i < n; i++)
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{
const char *s;
lua_pushvalue(L, -1);
lua_pushvalue(L, i);
lua_call(L, 1, 1);
s = lua_tostring(L, 2);
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if(s == NULL)
{
LUA_DEBUG("Game_CenterPrint - return: no string");
return luaL_error(L, "'tostring' must return a string to 'print'");
}
Q_strcat(buf, sizeof(buf), s);
lua_pop(L, 1);
}
trap_SendServerCommand(clNum, va("servercprint \"" S_COLOR_WHITE "%s\n\"", buf));
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LUA_DEBUG("Game_CenterPrint - return: printed string");
return 0;
}
// game.ClientPrint(integer clientNum, string text)
// Prints text to the clients console that has the client number clientNum.
// If clientNum is -1 the text gets printed to all clients consoles.
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static int Game_ClientPrint(lua_State *L) {
int i;
char buf[MAX_STRING_CHARS];
int n = lua_gettop(L);
int clNum = luaL_checknumber(L, 1);
gentity_t *player;
memset(buf, 0, sizeof(buf));
lua_getglobal(L, "tostring");
LUA_DEBUG("Game_ClientPrint - start: ");
for(i = 1; i < n; i++) {
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const char *s;
lua_pushvalue(L, -1);
lua_pushvalue(L, i);
lua_call(L, 1, 1);
s = lua_tostring(L, 2);
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if(s == NULL)
{
LUA_DEBUG("Game_ClientPrint - return: no string");
return luaL_error(L, "'tostring' must return a string to 'print'");
}
Q_strcat(buf, sizeof(buf), s);
lua_pop(L, 1);
}
if(clNum != -1) {
player = &g_entities[clNum];
if(player && player->client)
G_PrintfClient(player, "%s", buf);
} else
G_PrintfClientAll("%s", buf);
LUA_DEBUG("Game_ClientPrint - return: printed string");
return 0;
}
// game.MessagePrint(integer clientNum, string text)
// Prints text to the lower right corner of the screen of the client with client number clientNum.
// If clientNum is -1 the text gets printed for all clients.
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static int Game_MessagePrint(lua_State *L) {
int i;
char buf[MAX_STRING_CHARS];
int n = lua_gettop(L);
int clNum = luaL_checknumber(L, 1);
memset(buf, 0, sizeof(buf));
lua_getglobal(L, "tostring");
LUA_DEBUG("Game_MessagePrint - start: ");
for(i = 1; i < n; i++)
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{
const char *s;
lua_pushvalue(L, -1);
lua_pushvalue(L, i);
lua_call(L, 1, 1);
s = lua_tostring(L, 2);
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if(s == NULL)
{
LUA_DEBUG("Game_MessagePrint - return: no string");
return luaL_error(L, "'tostring' must return a string to 'print'");
}
Q_strcat(buf, sizeof(buf), s);
lua_pop(L, 1);
}
trap_SendServerCommand(clNum, va("servermsg \"" S_COLOR_WHITE "%s\n\"", buf));
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LUA_DEBUG("Game_MessagePrint - return: printed string");
return 0;
}
// game.SetGlobal(string name, value)
// Sets a global Lua variable which is called name to value.
// Creates a new global variable if a variable of name does not exist.
// value can be of any type.
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static int Game_SetGlobal(lua_State *L) {
char *name;
name = (char *)luaL_checkstring(L, 1);
if(!name) return 0;
lua_pushvalue(L, 2);
lua_setglobal(L, name);
return 0;
}
// game.GetGlobal(string name)
// Returns the value of the global variable name.
// Returns nil if the variable does not exist.
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static int Game_GetGlobal(lua_State *L) {
char *name;
name = (char *)luaL_checkstring(L, 1);
if(!name) return 0;
lua_getglobal(L, name);
return 1;
}
// Alert-Stuff... I don't know. I feel like removing this and stick to the entity spawning and setup.
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// game.AlertSetup(entity ent, string greentarget, string yellowtarget, string redtarget, string bluetarget,
// string greensound, string yellowsound, string redsound, string bluesound, integer mode)
static int Game_AlertSetup(lua_State *L) {
if(luaAlertState) {
lua_pushboolean(L, 0);
return 1;
}
luaAlertState = (luaAlertState_t *)malloc(sizeof(luaAlertState_t));
if(!luaAlertState) {
lua_pushboolean(L, 0);
return 1;
}
luaAlertState->targets[0] = (char *)luaL_checkstring(L, 1);
luaAlertState->targets[1] = (char *)luaL_checkstring(L, 2);
luaAlertState->targets[2] = (char *)luaL_checkstring(L, 3);
luaAlertState->targets[3] = (char *)luaL_checkstring(L, 4);
luaAlertState->sounds[0] = (char *)luaL_checkstring(L, 5);
luaAlertState->sounds[1] = (char *)luaL_checkstring(L, 6);
luaAlertState->sounds[2] = (char *)luaL_checkstring(L, 7);
luaAlertState->sounds[3] = (char *)luaL_checkstring(L, 8);
luaAlertState->mode = luaL_checkint(L, 9);
luaAlertState->cond = 0;
lua_pushboolean(L, 1);
return 1;
}
static int Game_AlertAddShader(lua_State *L) {
int cond;
char *shader;
if(!luaAlertState) {
lua_pushboolean(L, 0);
return 1;
}
cond = luaL_checkint(L, 1);
if(cond < 0 || cond > 3) {
lua_pushboolean(L, 0);
return 1;
}
shader = (char *)luaL_checkstring(L, 2);
if(!shader || (strlen(shader) + 1) > MAX_QPATH) {
lua_pushboolean(L, 0);
return 1;
}
if(!luaAlertState->shaders[cond]) {
luaAlertState->shaders[cond] = (char *)malloc(sizeof(char) * (strlen(shader) + 1));
if(!luaAlertState->shaders[cond]) {
lua_pushboolean(L, 0);
return 1;
}
strncpy(luaAlertState->shaders[cond], shader, sizeof(luaAlertState->shaders[cond]));
} else {
void *tmp = realloc(luaAlertState->shaders[cond], sizeof(char) * (strlen(luaAlertState->shaders[cond]) +
strlen(shader) + 1));
if(!tmp){
lua_pushboolean(L, 0);
return 1;
}
luaAlertState->shaders[cond] = tmp;
Com_sprintf(luaAlertState->shaders[cond], sizeof(luaAlertState->shaders[cond]), "%s\0%s", luaAlertState->shaders[cond], shader);
}
lua_pushboolean(L, 1);
return 1;
}
// game.Alert(entity ent, integer target, boolean silent)
static int Game_Alert(lua_State *L) {
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/*lent_t *lent;
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int current, target;
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qboolean silent;*/
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return 0;
}
// game.LevelTime()
// Returns the current level time in milliseconds.
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static int Game_Leveltime(lua_State * L)
{
lua_pushinteger(L, level.time);
LUA_DEBUG("Game_Leveltime - start/return: leveltime=%d", level.time);
return 1;
}
static int Game_Damage(lua_State *L) {
lent_t *lent;
gentity_t *targ = NULL, *inflictor = NULL, *attacker = NULL;
vec_t *dir = NULL, *point = NULL;
int damage = 0, dflags = 0, mod = 0;
lent = Lua_GetEntity(L, 1);
if(!lent || !lent->e) return 1;
targ = lent->e;
if(!lua_isnil(L, 2)) {
lent = Lua_GetEntity(L, 2);
if(lent && lent->e)
inflictor = lent->e;
}
if(!lua_isnil(L, 3)) {
lent = Lua_GetEntity(L, 3);
if(lent && lent->e)
attacker = lent->e;
}
if(!lua_isnil(L, 4))
dir = Lua_GetVector(L, 4);
if(!lua_isnil(L, 5))
point = Lua_GetVector(L, 5);
damage = (int)luaL_checknumber(L, 6);
dflags = (int)luaL_checknumber(L, 7);
mod = (int)luaL_checknumber(L, 8);
G_Damage(targ, inflictor, attacker, dir, point, damage, dflags, mod);
return 1;
}
static int Game_Repair(lua_State *L) {
lent_t *lent;
float rate;
lent = Lua_GetEntity(L, 1);
if(!lent || !lent->e) return 1;
rate = (float)luaL_checknumber(L, 2);
G_Repair(lent->e, rate);
return 1;
}
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static const luaL_Reg lib_game[] = {
{"Damage", Game_Damage},
{"Repair", Game_Repair},
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{"Print", Game_Print},
{"MessagePrint", Game_MessagePrint},
{"CenterPrint", Game_CenterPrint},
{"ClientPrint", Game_ClientPrint},
{"GetTime", Game_Leveltime},
{"AlertSetup", Game_AlertSetup},
{"AlertAddShader", Game_AlertAddShader},
{"Alert", Game_Alert},
{"SetGlobal", Game_SetGlobal},
{"GetGlobal", Game_GetGlobal},
{NULL, NULL}
};
int Luaopen_Game(lua_State *L) {
luaL_register(L, "game", lib_game);
lua_pushliteral(L, "_GAMEVERSION");
lua_pushliteral(L, GAMEVERSION);
return 1;
}
#endif