//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHScriptServer.cpp $ // $Date: 2002/07/24 18:45:42 $ // //------------------------------------------------------------------------------- // $Log: AvHScriptServer.cpp,v $ // Revision 1.3 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.2 2002/06/25 18:15:52 Flayra // - Some enhancements and bugfixes for tutorial // // Revision 1.1 2002/05/23 02:33:20 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "util/nowarnings.h" #include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "dlls/player.h" #include "dlls/weapons.h" #include "mod/AvHScriptManager.h" #include "mod/AvHGamerules.h" #include "util/Checksum.h" #include "util/STLUtil.h" extern "C" { #include <lua.h> } static int errormessage(lua_State* inState) { const char *s = lua_tostring(inState, 1); if (s == NULL) s = "(no message)"; char theErrorMessage[2048]; sprintf(theErrorMessage, "Script error: %s\n", s); //fprintf(stderr, "error: %s\n", s); UTIL_ClientPrintAll(HUD_PRINTNOTIFY, theErrorMessage); return 0; } //static int execute(lua_State* inState) //{ // // Lame hook to call into server tick // int theNumServerTicks = GetGameRules()->GetServerTick(); // // lua_getglobal(inState, "serverTick"); // lua_pushnumber(inState, theNumServerTicks); // lua_call(inState, 1, 0); // // return 0; //} /* a simple "print". based on the code in lbaselib.c */ static int print(lua_State* inState) { int n = lua_gettop(inState); int i; string theString; for (i=1; i<=n; i++) { if (i>1) theString = "\t"; if (lua_isstring(inState, i)) theString += string(lua_tostring(inState, i)); else { char theBuffer[512]; sprintf(theBuffer, "%s:%p",lua_typename(inState, lua_type(inState, i)),lua_topointer(inState,i)); theString += string(theBuffer); } } //theString += string("\n"); UTIL_ClientPrintAll(HUD_PRINTNOTIFY, theString.c_str()); return 0; } // inEntityIndex, returns x, y, z static int getPos(lua_State* inState) { int theNumReturned = 0; // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { // Return it's angle lua_pushnumber(inState, theEntity->pev->origin.x); lua_pushnumber(inState, theEntity->pev->origin.y); lua_pushnumber(inState, theEntity->pev->origin.z); theNumReturned = 3; } } return theNumReturned; } // inEntityIndex, x, y, z static int setPos(lua_State* inState) { // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { // Set it's position float theX = lua_tonumber(inState, 2); float theY = lua_tonumber(inState, 3); float theZ = lua_tonumber(inState, 4); theEntity->pev->origin = vec3_t(theX, theY, theZ); } } // Return true or false return 0; } // inEntityIndex, returns yaw, pitch, roll static int getAngles(lua_State* inState) { int theNumReturned = 0; // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { // Return it's angle lua_pushnumber(inState, theEntity->pev->angles.x); lua_pushnumber(inState, theEntity->pev->angles.y); lua_pushnumber(inState, theEntity->pev->angles.z); theNumReturned = 3; } } return theNumReturned; } // string inEntityName static int getEntityIndexWithName(lua_State* inState) { // Get entity name int theEntityIndex = -1; const char* theEntityName = lua_tostring(inState, 1); if(theEntityName) { CBaseEntity* theEntity = UTIL_FindEntityByTargetname(NULL, theEntityName); if(theEntity) { theEntityIndex = theEntity->entindex(); } } lua_pushnumber(inState, theEntityIndex); return 1; } // string targetName, int entityIndexActivator, int entityIndexCaller, useType, value static int fireTargets(lua_State* inState) { int theNumArgs = lua_gettop(inState); if(theNumArgs == 5) { const char* theTargetName = lua_tostring(inState, 1); if(theTargetName) { int theActivatorIndex = lua_tonumber(inState, 2); int theCallerIndex = lua_tonumber(inState, 3); int theIntUseType = lua_tonumber(inState, 4); float theValue = lua_tonumber(inState, 5); // Trim to valid use types theIntUseType = min(max(theIntUseType, 0), 3); // Lookup entity indices (it's OK if either of these return NULL) CBaseEntity* theActivatorEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theActivatorIndex)); CBaseEntity* theCallerEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theCallerIndex)); USE_TYPE theUseType = USE_TYPE(theIntUseType); FireTargets(theTargetName, theActivatorEntity, theCallerEntity, theUseType, theValue); } } return 0; } // inEntityIndex, yaw, pitch, roll static int setAngles(lua_State* inState) { bool theSuccess = false; int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { // Return it's angle theEntity->pev->angles.x = lua_tonumber(inState, 2); theEntity->pev->angles.y = lua_tonumber(inState, 3); theEntity->pev->angles.z = lua_tonumber(inState, 4); theEntity->pev->fixangle = TRUE; theSuccess = true; } } lua_pushnumber(inState, theSuccess); return 1; } // int inEntityIndex, returns success, health static int getHealth(lua_State* inState) { bool theSuccess = false; float theHealth = -1; int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { theHealth = theEntity->pev->health; theSuccess = true; } } lua_pushnumber(inState, theSuccess); lua_pushnumber(inState, theHealth); return 2; } // int inEntityIndex, int inHealth static int setHealth(lua_State* inState) { bool theSuccess = false; int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { int theHealth = lua_tonumber(inState, 2); theEntity->pev->health = theHealth; theSuccess = true; } } lua_pushnumber(inState, theSuccess); return 1; } // int inEntityIndex, returns success, team static int getTeam(lua_State* inState) { bool theSuccess = false; int theTeam = 0; int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { theTeam = theEntity->pev->team; theSuccess = true; } } lua_pushnumber(inState, theSuccess); lua_pushnumber(inState, theTeam); return 2; } // takes filename, returns whether errors were encountered, returns whether checksums are identical or not static int compareWorldChecksum(lua_State* inState) { bool theSuccess = false; bool theChecksumsAreEqual = false; const char* theFileName = lua_tostring(inState, 1); Checksum theOldChecksum; theSuccess = theOldChecksum.ReadFromFile(theFileName); Checksum theNewChecksum; GetGameRules()->ComputeWorldChecksum(theNewChecksum); if(theSuccess) { StringList theErrors; theChecksumsAreEqual = theNewChecksum.Compare(theOldChecksum, theErrors); } // Return function success lua_pushnumber(inState, theSuccess); // Return checksums are equal lua_pushnumber(inState, theChecksumsAreEqual); return 2; } // takes filename, returns success static int saveWorldChecksum(lua_State* inState) { bool theSuccess = false; Checksum theChecksum; GetGameRules()->ComputeWorldChecksum(theChecksum); const char* theFileName = lua_tostring(inState, 1); theSuccess = theChecksum.SaveToFile(theFileName); // Return success lua_pushnumber(inState, theSuccess); return 1; } // int inEntityID, string itemName static int giveNamedItem(lua_State* inState) { // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity); if(thePlayer) { const char* theItemName = lua_tostring(inState, 2); if(theItemName != NULL) { thePlayer->GiveNamedItem(theItemName); } } } } return 0; } // int destination, string formattedString, returns success static int printMessage(lua_State* inState) { bool theSuccess = false; int theNumArgs = lua_gettop(inState); if(theNumArgs == 2) { int theMessageDest = lua_tonumber(inState, 1); ALERT_TYPE theAlertType = ALERT_TYPE(min(max(theMessageDest, 0), 5)); const char* theFormattedCString = lua_tostring(inState, 2); if(theFormattedCString) { char theCharArray[kMaxStrLen]; strcpy(theCharArray, theFormattedCString); ALERT(theAlertType, theCharArray); theSuccess = true; } } lua_pushnumber(inState, theSuccess); return 1; } // int thePlayerIndex, string string (in titles.txt), returns success static int sendMessage(lua_State* inState) { bool theSuccess = false; int theNumArgs = lua_gettop(inState); if(theNumArgs == 2) { int thePlayerIndex = lua_tonumber(inState, 1); const char* theCString = lua_tostring(inState, 2); if(theCString) { char theCharArray[kMaxStrLen]; strcpy(theCharArray, theCString); CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(thePlayerIndex)); if(theEntity) { AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity); if(thePlayer) { thePlayer->SendMessage(theCString, TOOLTIP); theSuccess = true; } } } } lua_pushnumber(inState, theSuccess); return 1; } // nothing passed in, nothing returned static int resetWorld(lua_State* inState) { GetGameRules()->DeleteAndResetEntities(); return 0; } // plays a precached sound static int playSound(lua_State* inState) { int theNumArgs = lua_gettop(inState); if(theNumArgs >= 2) { int theEntIndex = lua_tonumber(inState, 1); const char* theSoundName = lua_tostring(inState, 2); CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theEntIndex)); if(theEntity) { float theVolume = 1.0f; if(theNumArgs >= 3) { theVolume = lua_tonumber(inState, 3); } float theAttenuation = ATTN_NORM; if(theNumArgs >= 4) { theAttenuation = lua_tonumber(inState, 4); } EMIT_SOUND(theEntity->edict(), CHAN_AUTO, theSoundName, theVolume, theAttenuation); } } return 0; } // int playerIndex, string command static int serverCommand(lua_State* inState) { // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity); if(thePlayer) { const char* theServerCommand = lua_tostring(inState, 2); if(theServerCommand != NULL) { GetGameRules()->ClientCommand(thePlayer, theServerCommand); } } } } return 0; } static int runClientScript(lua_State* inState) { // Get entity index int theIndex = lua_tonumber(inState, 1); if(theIndex > 0) { // Look it up CBaseEntity* theEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theIndex)); if(theEntity) { AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity); if(thePlayer) { const char* theScript = lua_tostring(inState, 2); if(theScript != NULL) { thePlayer->RunClientScript(theScript); } } } } return 0; } static int setServerVariable(lua_State* inState) { // Get variable name const char* theVariableName = lua_tostring(inState, 1); if(theVariableName) { float theValue = lua_tonumber(inState, 2); CVAR_SET_FLOAT(theVariableName, theValue); } return 0; } void AvHScriptInstance::InitServer() { //lua_register(this->mState, LUA_ERRORMESSAGE, errormessage); //lua_register(this->mState, "execute", execute); lua_register(this->mState, "print", print); lua_register(this->mState, "getAngles", getAngles); lua_register(this->mState, "setAngles", setAngles); lua_register(this->mState, "getEntityIndexWithName", getEntityIndexWithName); lua_register(this->mState, "fireTargets", fireTargets); lua_register(this->mState, "getPos", getPos); lua_register(this->mState, "setPos", setPos); lua_register(this->mState, "getHealth", getHealth); lua_register(this->mState, "setHealth", setHealth); lua_register(this->mState, "getTeam", getTeam); lua_register(this->mState, "compareWorldChecksum", compareWorldChecksum); lua_register(this->mState, "saveWorldChecksum", saveWorldChecksum); lua_register(this->mState, "printMessage", printMessage); lua_register(this->mState, "sendMessage", sendMessage); lua_register(this->mState, "giveNamedItem", giveNamedItem); lua_register(this->mState, "playSound", playSound); lua_register(this->mState, "resetWorld", resetWorld); lua_register(this->mState, "serverCommand", serverCommand); lua_register(this->mState, "runClientScript", runClientScript); lua_register(this->mState, "setServerVariable", setServerVariable); }