rpgxef/code/game/lua_cvar.c
Walter Julius Hennecke e887081261 Code reformating
2013-05-09 01:59:07 +02:00

119 lines
No EOL
2.4 KiB
C

// lua library for cvars
#include "g_lua.h"
#include <string.h>
#ifdef G_LUA
/***
This module allows getting and setting game cvars.
@module cvar
*/
/***
Get cvar value as integer.
@function integer
@param name Cvar name.
@return Cvar value as integer.
*/
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;
}
/***
Get cvar value as floating point number.
@function value
@param name Cvar name.
@return Cvar value as floating point number.
*/
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;
}
/***
Get cvar value as string.
@function string
@param name Cvar name.
@return Cvar value as string.
*/
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;
}
/***
Get value for rpg_phaserdmg as number.
@function integer
@param name Cvar name.
@return Value for rpg_phaserdmg as number.
*/
static int Cvar_rpg_phaserdmg(lua_State *L) {
lua_pushnumber(L, (rpg_dmgFlags.integer & 1));
return 1;
}
static const luaL_Reg lib_cvar[] = {
{ "Integer", Cvar_Integer },
{ "Value", Cvar_Value },
{ "String", Cvar_String },
{ "rpg_phaserdmg", Cvar_rpg_phaserdmg }, // cvar does not exist anymore ... modified function to return the correct information for convinience
{ NULL, NULL}
};
int Luaopen_Cvar(lua_State *L) {
luaL_register(L, "cvar", lib_cvar);
return 1;
}
#endif