rpg-x2/game/lua_cvar.c

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// lua library for cvars
#include "g_lua.h"
#include <string.h>
#ifdef G_LUA
static int Cvar_Integer(lua_State *L) {
char *cvar;
char buf[1024];
cvar = (char *)luaL_checkstring(L, 1);
if(!cvar[0]) {
lua_pushinteger(L, 0);
return 1;
}
if(strstr(Q_strlwr(cvar), "password") != NULL
|| strstr(Q_strlwr(cvar), "pass") != NULL
|| strstr(Q_strlwr(cvar), "sql") != NULL) {
lua_pushinteger(L, 0);
return 1;
}
trap_Cvar_VariableStringBuffer(cvar, buf, sizeof(buf));
lua_pushinteger(L, atoi(buf));
return 1;
}
static int Cvar_Value(lua_State *L) {
char *cvar;
char buf[1024];
cvar = (char *)luaL_checkstring(L, 1);
if(!cvar[0]) {
lua_pushnumber(L, 0);
return 1;
}
if(strstr(Q_strlwr(cvar), "password") != NULL
|| strstr(Q_strlwr(cvar), "pass") != NULL
|| strstr(Q_strlwr(cvar), "sql") != NULL) {
lua_pushnumber(L, 0);
return 1;
}
trap_Cvar_VariableStringBuffer(cvar, buf, sizeof(buf));
lua_pushnumber(L, atof(buf));
return 1;
}
static int Cvar_String(lua_State *L) {
char *cvar;
char buf[1024];
cvar = (char *)luaL_checkstring(L, 1);
if(!cvar[0]) {
lua_pushstring(L, "");
return 1;
}
if(strstr(Q_strlwr(cvar), "password") != NULL
|| strstr(Q_strlwr(cvar), "pass") != NULL
|| strstr(Q_strlwr(cvar), "sql") != NULL) {
lua_pushstring(L, "");
return 1;
}
trap_Cvar_VariableStringBuffer(cvar, buf, sizeof(buf));
lua_pushstring(L, buf);
return 1;
}
static const luaL_Reg lib_cvar[] = {
{"Integer", Cvar_Integer},
{"Value", Cvar_Value},
{"String", Cvar_String},
{NULL, NULL}
};
int Luaopen_Cvar(lua_State *L) {
luaL_register(L, "cvar", lib_cvar);
return 1;
}
#endif