mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-15 01:11:46 +00:00
uploaded a new folder with a not working 'fix' for the lua-hooks. I really have no idea what is causing the crash here.
also readded 1 line of code I accidently removed. Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
03f3b522cc
commit
1ffa454382
4 changed files with 3062 additions and 1 deletions
2059
buggy/g_local.h
Normal file
2059
buggy/g_local.h
Normal file
File diff suppressed because it is too large
Load diff
904
buggy/g_lua.c
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904
buggy/g_lua.c
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@ -0,0 +1,904 @@
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// g_lua.c
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#include "g_lua.h"
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#ifdef G_LUA
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lvm_t *lVM[NUM_VMS];
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void QDECL LUA_DEBUG(const char *fmt, ...)
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{
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va_list argptr;
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char text[1024];
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if(g_debugLua.integer >= 1)
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{
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va_start(argptr, fmt);
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Com_sprintf(text, sizeof(text), fmt, argptr);
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va_end(argptr);
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G_Printf(S_COLOR_YELLOW "LUA DEBUG:" S_COLOR_WHITE " %s\n", text);
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}
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}
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void QDECL LUA_LOG(const char *fmt, ...)
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{
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va_list argptr;
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char buff[1024], string[1024];
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int min, tens, sec;
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va_start(argptr, fmt);
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Com_sprintf(buff, sizeof(buff), fmt, argptr);
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va_end(argptr);
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if(g_dedicated.integer)
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{
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trap_Printf(buff);
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}
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if(level.logFile)
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{
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sec = level.time / 1000;
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min = sec / 60;
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sec -= min * 60;
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tens = sec / 10;
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sec -= tens * 10;
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Com_sprintf(string, sizeof(string), "%i:%i%i %s", min, tens, sec, buff);
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trap_FS_Write(string, strlen(string), level.logFile);
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}
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}
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qboolean LoadLuaFile(char *path, int num_vm)
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{
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int flen = 0;
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char *code;
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fileHandle_t f;
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lvm_t *vm;
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flen = trap_FS_FOpenFile(path, &f, FS_READ);
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if(flen < 0)
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{
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LUA_LOG("Lua: can not open file %s\n", path);
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G_Printf(S_COLOR_YELLOW "Lua: can not open file %s\n", path);
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trap_FS_FCloseFile(f);
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return qfalse;
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}
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/* GSIO01: testing unlimited length for Lua files */
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/*else if(flen > MAX_FSIZE)
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{
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LUA_LOG("Lua: ignoring file %s (too big)\n", path);
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G_Printf(S_COLOR_YELLOW "Lua: ignoring file %s (too big)\n", path);
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trap_FS_FCloseFile(f);
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return qfalse;
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}*/
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else
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{
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code = (char *)malloc(flen + 1);
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if(!code) return qfalse;
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trap_FS_Read(code, flen, f);
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*(code + flen) = '\0';
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trap_FS_FCloseFile(f);
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vm = (lvm_t *) malloc(sizeof(lvm_t));
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if(vm == NULL)
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{
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LUA_LOG("Lua: failed to allocate memory for lua VM\n");
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G_Printf(S_COLOR_YELLOW "Lua: failed to allocate memory for lua VM\n");
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return qfalse;
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}
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memset(vm, 0, sizeof(lvm_t));
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vm->id = -1;
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Q_strncpyz(vm->filename, path, sizeof(vm->filename));
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vm->code = code;
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vm->code_size = flen;
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vm->error = 0;
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if(G_LuaStartVM(vm) == qfalse)
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{
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G_LuaStopVM(vm);
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vm = NULL;
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return qfalse;
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}
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else
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{
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vm->id = num_vm;
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lVM[num_vm] = vm;
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return qtrue;
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}
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}
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//return qfalse;
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}
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qboolean G_LuaInit()
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{
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int i, /*len,*/ num_vm = 0;
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char buff[128]; //, *crt;
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int numdirs;
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int numFiles;
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char filename[128];
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char dirlist[1024];
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char *dirptr;
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int dirlen;
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G_Printf("------- G_LuaInit -------\n");
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numFiles = 0;
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trap_Cvar_VariableStringBuffer("mapname", buff, sizeof(buff));
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sprintf(filename, "scripts/lua/%s/", buff);
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numdirs = trap_FS_GetFileList(filename, ".lua", dirlist, 1024);
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dirptr = dirlist;
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for(i = 0; i < numdirs; i++, dirptr += dirlen + 1)
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{
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dirlen = strlen(dirptr);
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strcpy(filename, "scripts/lua/");
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strcat(filename, buff);
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strcat(filename, "/");
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strcat(filename, dirptr);
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numFiles++;
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if(LoadLuaFile(filename, num_vm))
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{
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num_vm++;
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G_Printf(" %s Loaded\n", filename);
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}
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else
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{
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G_Printf(" %s Failed\n", filename);
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}
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if(num_vm >= NUM_VMS)
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{
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LUA_LOG("Lua: too many lua files specified, only the first %d have been loaded\n", NUM_VMS);
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G_Printf(S_COLOR_YELLOW "Lua: too many lua files specified, only the first %d have been loaded\n", NUM_VMS);
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break;
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}
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}
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Com_Printf("%i map files parsed\n", numFiles);
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G_Printf("------- G_LuaInit Finish -------\n");
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return qtrue;
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}
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qboolean G_LuaResume(lvm_t *vm, lua_State *T, char *func, int nargs) {
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int res = lua_resume(T, nargs);
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if(res == LUA_ERRRUN) {
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LUA_LOG("Lua: %s error running lua script: %s\n", func, lua_tostring(T, -1));
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G_Printf(S_COLOR_YELLOW "Lua: %s error running lua script: %s\n", func, lua_tostring(T, -1));
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lua_pop(T, 1);
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vm->error++;
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return qfalse;
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} else if(res == LUA_ERRMEM) {
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LUA_LOG("Lua: memory allocation error #2 ( %s )\n", vm->filename);
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vm->error++;
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return qfalse;
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} else if(res == LUA_ERRERR) {
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LUA_LOG("Lua: traceback error ( %s )\n", vm->filename);
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G_Printf(S_COLOR_YELLOW "Lua: traceback error ( %s )\n", vm->filename);
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vm->error++;
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return qfalse;
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}
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return qtrue;
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}
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qboolean G_LuaCall(lvm_t * vm, char *func, int nargs, int nresults)
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{
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int res = lua_pcall(vm->L, nargs, nresults, 0);
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if(res == LUA_ERRRUN)
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{
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LUA_LOG("Lua: %s error running lua script: %s\n", func, lua_tostring(vm->L, -1));
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G_Printf(S_COLOR_YELLOW "Lua: %s error running lua script: %s\n", func, lua_tostring(vm->L, -1));
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lua_pop(vm->L, 1);
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vm->error++;
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return qfalse;
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}
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else if(res == LUA_ERRMEM)
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{
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LUA_LOG("Lua: memory allocation error #2 ( %s )\n", vm->filename);
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vm->error++;
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return qfalse;
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}
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else if(res == LUA_ERRERR)
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{
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LUA_LOG("Lua: traceback error ( %s )\n", vm->filename);
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G_Printf(S_COLOR_YELLOW "Lua: traceback error ( %s )\n", vm->filename);
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vm->error++;
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return qfalse;
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}
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return qtrue;
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}
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#define SAY_ALL 0
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#define SAY_TEAM 1
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qboolean G_LuaGetFunctionT(lua_State *T, char *name)
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{
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if(T)
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{
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lua_getglobal(T, name);
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if(lua_isfunction(T, -1))
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{
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return qtrue;
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}
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else
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{
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lua_pop(T, 1);
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return qfalse;
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}
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}
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return qfalse;
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}
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qboolean G_LuaGetFunction(lvm_t * vm, char *name)
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{
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if(vm->L)
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{
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lua_getglobal(vm->L, name);
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if(lua_isfunction(vm->L, -1))
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{
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return qtrue;
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}
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else
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{
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lua_pop(vm->L, 1);
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return qfalse;
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}
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}
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return qfalse;
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}
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qboolean G_LuaStartVM(lvm_t * vm)
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{
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int res = 0;
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char homepath[MAX_QPATH], gamepath[MAX_QPATH];
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vm->L = luaL_newstate();
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if(!vm->L)
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{
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LUA_LOG("Lua: Lua failed to initialise.\n");
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return qfalse;
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}
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luaL_openlibs(vm->L);
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trap_Cvar_VariableStringBuffer("fs_homepath", homepath, sizeof(homepath));
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trap_Cvar_VariableStringBuffer("fs_game", gamepath, sizeof(gamepath));
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lua_getglobal(vm->L, LUA_LOADLIBNAME);
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if(lua_istable(vm->L, -1))
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{
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lua_pushstring(vm->L, va("%s%s%s%s?.lua;%s%s%s%slualib%slua%s?.lua",
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP));
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lua_setfield(vm->L, -2, "path");
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lua_pushstring(vm->L, va("%s%s%s%s?.%s;%s%s%s%slualib%sclibs%s?.%s",
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, EXTENSION,
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP, EXTENSION));
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lua_setfield(vm->L, -2, "cpath");
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}
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lua_pop(vm->L, 1);
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Lua_RegisterGlobal(vm->L, "LUA_PATH", va("%s%s%s%s?.lua;%s%s%s%slualib%slua%s?.lua",
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP,
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP));
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Lua_RegisterGlobal(vm->L, "LUA_CPATH", va("%s%s%s%s?.%s;%s%s%s%slualib%sclibs%s?.%s",
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, EXTENSION,
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homepath, LUA_DIRSEP, gamepath, LUA_DIRSEP, LUA_DIRSEP, LUA_DIRSEP, EXTENSION));
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Lua_RegisterGlobal(vm->L, "LUA_DIRSEP", LUA_DIRSEP);
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lua_newtable(vm->L);
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Lua_RegConstInteger(vm->L, CS_PLAYERS);
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Lua_RegConstInteger(vm->L, EXEC_NOW);
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Lua_RegConstInteger(vm->L, EXEC_INSERT);
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Lua_RegConstInteger(vm->L, EXEC_APPEND);
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Lua_RegConstInteger(vm->L, FS_READ);
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Lua_RegConstInteger(vm->L, FS_WRITE);
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Lua_RegConstInteger(vm->L, FS_APPEND);
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Lua_RegConstInteger(vm->L, FS_APPEND_SYNC);
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Lua_RegConstInteger(vm->L, SAY_ALL);
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Lua_RegConstInteger(vm->L, SAY_TEAM);
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Lua_RegConstString(vm->L, HOSTARCH);
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luaopen_base(vm->L);
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luaopen_string(vm->L);
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luaopen_coroutine(vm->L);
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Luaopen_Game(vm->L);
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Luaopen_Qmath(vm->L);
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Luaopen_Mover(vm->L);
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Luaopen_Vector(vm->L);
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Luaopen_Entity(vm->L);
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Luaopen_Cinematic(vm->L);
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Luaopen_Sound(vm->L);
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res = luaL_loadbuffer(vm->L, vm->code, vm->code_size, vm->filename);
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if(res == LUA_ERRSYNTAX)
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{
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LUA_LOG("Lua: syntax error during pre-compilation: %s\n", (char *)lua_tostring(vm->L, -1));
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G_Printf(S_COLOR_YELLOW "Lua: syntax error: %s\n", (char *)lua_tostring(vm->L, -1));
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lua_pop(vm->L, 1);
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vm->error++;
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return qfalse;
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}
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else if(res == LUA_ERRMEM)
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{
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LUA_LOG("Lua: memory allocation error #1 ( %s )\n", vm->filename);
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vm->error++;
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return qfalse;
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}
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if(!G_LuaCall(vm, "G_LuaStartVM", 0, 0))
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return qfalse;
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LUA_LOG("Lua: Loading %s\n", vm->filename);
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return qtrue;
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}
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void G_LuaStopVM(lvm_t * vm)
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{
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if(vm == NULL)
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return;
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if(vm->code != NULL)
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{
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free(vm->code);
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vm->code = NULL;
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}
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if(vm->id >= 0)
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{
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if(lVM[vm->id] == vm)
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lVM[vm->id] = NULL;
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if(!vm->error)
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{
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LUA_LOG("Lua: Lua module [%s] unloaded.\n", vm->filename);
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}
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}
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free(vm);
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}
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void G_LuaShutdown()
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{
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int i;
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lvm_t *vm;
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for(i = 0; i < NUM_VMS; i++)
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{
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vm = lVM[i];
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if(vm)
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{
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G_LuaStopVM(vm);
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}
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}
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}
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void G_LuaStatus(gentity_t * ent)
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{
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int i, cnt = 0;
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for(i = 0; i < NUM_VMS; i++)
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if(lVM[i])
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cnt++;
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if(ent)
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{
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if(cnt == 0)
|
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{
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G_PrintfClient(ent, "Lua: no scripts loaded.");
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return;
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}
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else if(cnt == 1)
|
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{
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G_PrintfClient(ent, "Lua: showing lua information ( 1 module loaded )");
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}
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else
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{
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G_PrintfClient(ent, "Lua: showing lua information ( %d modules loaded )", cnt);
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}
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G_PrintfClient(ent, "%-2s %-24s", "VM","Filename");
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G_PrintfClient(ent, "-- ------------------------");
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for(i = 0; i < NUM_VMS; i++)
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{
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if(lVM[i])
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{
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G_PrintfClient(ent, "%2d %-24s", lVM[i]->id, lVM[i]->filename);
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}
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}
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G_PrintfClient(ent, "-- ------------------------");
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}
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else
|
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{
|
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if(cnt == 0)
|
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{
|
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G_Printf("Lua: no scripts loaded.\n");
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return;
|
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}
|
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else if(cnt == 1)
|
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{
|
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G_Printf("Lua: showing lua information ( 1 module loaded )\n");
|
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}
|
||||
else
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{
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G_Printf("Lua: showing lua information ( %d modules loaded )\n", cnt);
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}
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G_Printf("%-2s %-24s\n", "VM", "Filename");
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G_Printf("-- ------------------------\n");
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for(i = 0; i < NUM_VMS; i++)
|
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{
|
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if(lVM[i])
|
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{
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G_Printf("%2d %-24s\n", lVM[i]->id, lVM[i]->filename);
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}
|
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}
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G_Printf("-- ------------------------\n");
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}
|
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|
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}
|
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|
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lvm_t *G_LuaGetVM(lua_State * L)
|
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{
|
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int i;
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|
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for(i = 0; i < NUM_VMS; i++)
|
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if(lVM[i] && lVM[i]->L == L)
|
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return lVM[i];
|
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return NULL;
|
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}
|
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|
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void LuaHook_G_InitGame(int levelTime, int randomSeed, int restart)
|
||||
{
|
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int i;
|
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lvm_t *vm;
|
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|
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for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
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vm = lVM[i];
|
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if(vm)
|
||||
{
|
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if(vm->id < 0 )
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continue;
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if(!G_LuaGetFunction(vm, "InitGame"))
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continue;
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lua_pushinteger(vm->L, levelTime);
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lua_pushinteger(vm->L, randomSeed);
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lua_pushinteger(vm->L, restart);
|
||||
if(!G_LuaCall(vm, "InitGame", 3, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_Shutdown(int restart)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0 )
|
||||
continue;
|
||||
if(!G_LuaGetFunction(vm, "ShutdownGame"))
|
||||
continue;
|
||||
lua_pushinteger(vm->L, restart);
|
||||
if(!G_LuaCall(vm, "ShutdownGame", 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_RunFrame(int levelTime)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0 )
|
||||
continue;
|
||||
if(!G_LuaGetFunction(vm, "RunFrame"))
|
||||
continue;
|
||||
lua_pushinteger(vm->L, levelTime);
|
||||
if(!G_LuaCall(vm, "RunFrame", 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_ClientPrint(char *text, gentity_t *ent) {
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
|
||||
if(!ent) return;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++) {
|
||||
vm = lVM[i];
|
||||
if(vm) {
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
if(!G_LuaGetFunction(vm, "GClientPrint"))
|
||||
continue;
|
||||
lua_pushstring(vm->L, text);
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, "GClientPrint", 2, 0))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_Print(char *text)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0 )
|
||||
continue;
|
||||
if(!G_LuaGetFunction(vm, "GPrint"))
|
||||
continue;
|
||||
lua_pushstring(vm->L, text);
|
||||
if(!G_LuaCall(vm, "GPrint", 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityThink(char *function, gentity_t *ent)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0 )
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, function, 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
if(!G_LuaResume(vm, t, function, 1))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityTouch(char *function, gentity_t *ent, gentity_t *other)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
Lua_PushEntity(vm->L, other);
|
||||
if(!G_LuaCall(vm, function, 2, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
Lua_PushEntity(t, other);
|
||||
if(!G_LuaResume(vm, t, function, 2))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityUse(char *function, gentity_t *ent, gentity_t *other, gentity_t *activator)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
Lua_PushEntity(vm->L, other);
|
||||
Lua_PushEntity(vm->L, activator);
|
||||
if(!G_LuaCall(vm, function, 3, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
Lua_PushEntity(t, other);
|
||||
Lua_PushEntity(t, activator);
|
||||
G_LuaResume(vm, t, function, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityHurt(char *function, gentity_t *ent, gentity_t *inflictor, gentity_t *attacker)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
Lua_PushEntity(vm->L, inflictor);
|
||||
Lua_PushEntity(vm->L, attacker);
|
||||
if(!G_LuaCall(vm, function, 3, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
Lua_PushEntity(t, inflictor);
|
||||
Lua_PushEntity(t, attacker);
|
||||
if(!G_LuaResume(vm, t, function, 3))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityDie(char *function, gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int dmg, int mod)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
Lua_PushEntity(vm->L, inflictor);
|
||||
Lua_PushEntity(vm->L, attacker);
|
||||
lua_pushinteger(vm->L, dmg);
|
||||
lua_pushinteger(vm->L, mod);
|
||||
if(!G_LuaCall(vm, function, 5, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
Lua_PushEntity(t, inflictor);
|
||||
Lua_PushEntity(t, attacker);
|
||||
lua_pushinteger(t, dmg);
|
||||
lua_pushinteger(t, mod);
|
||||
if(!G_LuaResume(vm, t, function, 5))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityFree(char *function, gentity_t *ent)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, function, 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
if(!G_LuaResume(vm, t, function, 1))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityReached(char *function, gentity_t *ent) {
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++) {
|
||||
vm = lVM[i];
|
||||
if(vm) {
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, function, 1, 0))
|
||||
continue;
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
if(!G_LuaResume(vm, t, function, 1))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityReachedAngular(char *function, gentity_t *ent) {
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++) {
|
||||
vm = lVM[i];
|
||||
if(vm) {
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, function, 1, 0))
|
||||
continue;
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
if(!G_LuaResume(vm, t, function, 1))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntityTrigger(char *function, gentity_t *ent, gentity_t *other)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
Lua_PushEntity(vm->L, other);
|
||||
if(!G_LuaCall(vm, function, 2, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
Lua_PushEntity(t, other);
|
||||
if(!G_LuaResume(vm, t, function, 2))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LuaHook_G_EntitySpawn(char *function, gentity_t *ent)
|
||||
{
|
||||
int i;
|
||||
lvm_t *vm;
|
||||
lua_State *t;
|
||||
|
||||
for(i = 0; i < NUM_VMS; i++)
|
||||
{
|
||||
vm = lVM[i];
|
||||
if(vm)
|
||||
{
|
||||
if(vm->id < 0)
|
||||
continue;
|
||||
t = lua_newthread(vm->L);
|
||||
if(!t) {
|
||||
if(!G_LuaGetFunction(vm, function))
|
||||
continue;
|
||||
Lua_PushEntity(vm->L, ent);
|
||||
if(!G_LuaCall(vm, function, 1, 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if(!G_LuaGetFunctionT(t, function))
|
||||
continue;
|
||||
Lua_PushEntity(t, ent);
|
||||
if(!G_LuaResume(vm, t, function, 1))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
97
buggy/g_lua.h
Normal file
97
buggy/g_lua.h
Normal file
|
@ -0,0 +1,97 @@
|
|||
#ifndef _G_LUA_H
|
||||
#define _G_LUA_H
|
||||
|
||||
#include "g_local.h"
|
||||
|
||||
#if (defined __linux__ || defined __WIN32__) // linux or mingw
|
||||
#include "lua.h"
|
||||
#include "lauxlib.h"
|
||||
#include "lualib.h"
|
||||
#else
|
||||
#include "lua.h"
|
||||
#include "lauxlib.h"
|
||||
#include "lualib.h"
|
||||
#endif
|
||||
|
||||
#define NUM_VMS 3
|
||||
|
||||
#if defined __linux__
|
||||
#define HOSTARCH "UNIX"
|
||||
#define EXTENSION "so"
|
||||
#elif defined WIN32
|
||||
#define HOSTARCH "WIN32"
|
||||
#define EXTENSION "dll"
|
||||
#endif
|
||||
|
||||
#define Lua_RegisterGlobal(L, n, v) (lua_pushstring(L, v), lua_setglobal(L, n))
|
||||
#define Lua_RegConstInteger(L, n) (lua_pushstring(L, #n), lua_pushinteger(L, n), lua_settable(L, -3))
|
||||
#define Lua_RegConstString(L, n) (lua_pushstring(L, #n), lua_pushstring(L, n), lua_settable(L, -3))
|
||||
|
||||
typedef struct {
|
||||
int id;
|
||||
char filename[MAX_QPATH];
|
||||
char *code;
|
||||
int code_size;
|
||||
int error;
|
||||
lua_State *L;
|
||||
} lvm_t;
|
||||
|
||||
extern lvm_t *lVM[NUM_VMS];
|
||||
|
||||
void QDECL LUA_DEBUG(const char *fmt, ...);
|
||||
void QDECL LUA_LOG(const char *fmt, ...);
|
||||
qboolean G_LuaInit(void);
|
||||
qboolean G_LuaCall(lvm_t *vm, char *func, int nargs, int nresults);
|
||||
qboolean G_LuaResume(lvm_t *vm, lua_State *T, char *func, int nargs);
|
||||
qboolean G_LuaGetFunction(lvm_t *vm, char *name);
|
||||
qboolean G_LuaGetFunctionT(lua_State *T, char *name);
|
||||
qboolean G_LuaStartVM(lvm_t *vm);
|
||||
void G_LuaStopVM(lvm_t *vm);
|
||||
void G_LuaShutdown(void);
|
||||
void G_LuaStatus(gentity_t *ent);
|
||||
lvm_t *G_LuaGetVM(lua_State *L);
|
||||
|
||||
// lua_entity.c
|
||||
typedef struct {
|
||||
gentity_t *ent;
|
||||
} lent_t;
|
||||
|
||||
int Luaopen_Entity(lua_State *L);
|
||||
void Lua_PushEntity(lua_State *L, gentity_t *ent);
|
||||
lent_t *Lua_GetEntity(lua_State *L, int argNum);
|
||||
|
||||
// lua_weapons.c
|
||||
int Luaopen_Weapons(lua_State *L);
|
||||
|
||||
// lua_trace.c
|
||||
typedef struct {
|
||||
trace_t *tr;
|
||||
} ltrace_t;
|
||||
|
||||
void Lua_PushTrace(lua_State * L, trace_t * tr);
|
||||
ltrace_t *Lua_GetTrace(lua_State * L, int argNum);
|
||||
int Luaopen_Trace(lua_State *L);
|
||||
|
||||
// lua_game.c
|
||||
int Luaopen_Game(lua_State *L);
|
||||
|
||||
// lua_qmath.c
|
||||
int Luaopen_Qmath(lua_State *L);
|
||||
|
||||
// lua_vector.c
|
||||
int Luaopen_Vector(lua_State *L);
|
||||
void Lua_PushVector(lua_State *L, vec3_t v);
|
||||
vec_t *Lua_GetVector(lua_State *L, int argNum);
|
||||
int Lua_IsVector(lua_State *L, int index);
|
||||
vec3_t *Lua_GetVectorMisc(lua_State *L, int *index);
|
||||
|
||||
// lua_mover.c
|
||||
int Luaopen_Mover(lua_State *L);
|
||||
|
||||
// lua_cinematic.c
|
||||
int Luaopen_Cinematic(lua_State *L);
|
||||
|
||||
// lua_sound.c
|
||||
int Luaopen_Sound(lua_State *L);
|
||||
|
||||
#endif
|
|
@ -3631,6 +3631,7 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
|
|||
vec3_t mins, maxs;
|
||||
int i, best;
|
||||
|
||||
if (ent->wait == -1) return;
|
||||
|
||||
// find the bounds of everything on the team
|
||||
VectorCopy (ent->r.absmin, mins);
|
||||
|
@ -3658,7 +3659,7 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
|
|||
other->parent = ent;
|
||||
other->r.contents = CONTENTS_TRIGGER;
|
||||
other->touch = touch_stasis_door;
|
||||
other->nextthink = -1;
|
||||
ent->nextthink = -1;
|
||||
|
||||
trap_LinkEntity (other);
|
||||
G_Printf( "^1Spawnage complete\n", 0 );
|
||||
|
|
Loading…
Reference in a new issue