raze-gles/polymer/eduke32/source/lunatic/defs.ilua

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-- INTERNAL
-- definitions of BUILD and game types for the Lunatic Interpreter
local require = require
local ffi = require("ffi")
local ffiC = ffi.C
-- Lua C API functions.
local CF = CF
local bit = bit
local coroutine = coroutine
local string = string
local table = table
local math = math
local assert = assert
local error = error
local getfenv = getfenv
local getmetatable = getmetatable
local ipairs = ipairs
local loadstring = loadstring
local pairs = pairs
local rawget = rawget
local rawset = rawset
local select = select
local setmetatable = setmetatable
local setfenv = setfenv
local tonumber = tonumber
local tostring = tostring
local type = type
-- Create a new module for passing stuff to other modules.
local lprivate = {}
require("package").loaded.lprivate = lprivate
require("jit.opt").start("maxmcode=10240") -- in KiB
-- The "gv" global will provide access to C global *scalars* and safe functions.
-- NOTE: This exposes C library functions from e.g. the global C namespace, but
-- without their declarations, they will be sitting there like a stone.
local gv_ = {}
-- [key]=<boolean> forbids, [key]=<non-boolean (e.g. table, function)> overrides
local gv_access = {}
-- This is for declarations of arrays or pointers which should not be
-- accessible through the "gv" global. The "defs_common" module will
-- use this function.
--
-- Notes: do not declare multiple scalars on one line (this is bad:
-- "int32_t a, b"). Do not name array arguments (or add a space
-- between the identifier and the '[' instead).
function decl(str, ...)
-- NOTE that the regexp also catches non-array/non-function identifiers
-- like "user_defs ud;"
for varname in string.gmatch(str, "([%a_][%w_]*)[[(;]") do
if (ffiC._DEBUG_LUNATIC ~= 0) then
print("FORBID "..varname)
end
gv_access[varname] = true
end
ffi.cdef(str, ...)
end
-- Load the definitions common to the game's and editor's Lua interface.
local defs_c = require("defs_common")
local cansee = defs_c.cansee
local strip_const = defs_c.strip_const
local setmtonce = defs_c.setmtonce
-- Must be after loading "defs_common" which redefines "print" to use
-- OSD_Printf()
local print, printf = print, defs_c.printf
---=== EDuke32 game definitions ===---
local INV_NAMES = {
"STEROIDS",
"SHIELD",
"SCUBA",
"HOLODUKE",
"JETPACK",
"DUMMY1",
"ACCESS",
"HEATS",
"DUMMY2",
"FIRSTAID",
"BOOTS",
}
local WEAPON_NAMES = {
"KNEE",
"PISTOL",
"SHOTGUN",
"CHAINGUN",
"RPG",
"HANDBOMB",
"SHRINKER",
"DEVISTATOR",
"TRIPBOMB",
"FREEZE",
"HANDREMOTE",
"GROW",
}
---- game structs ----
lprivate.GET = defs_c.conststruct(INV_NAMES)
lprivate.WEAPON = defs_c.conststruct(WEAPON_NAMES)
ffi.cdef([[
enum {
GET_MAX = 11,
MAX_WEAPONS = 12,
MAXPLAYERS = 16,
GTICSPERSEC = 30, // The real number of movement updates per second
};
]])
ffi.cdef[[
struct action {
int16_t startframe, numframes;
int16_t viewtype, incval, delay;
};
struct move {
int16_t hvel, vvel;
};
#pragma pack(push,1)
typedef struct { int32_t id; struct move mv; } con_move_t;
typedef struct { int32_t id; struct action ac; } con_action_t;
#pragma pack(pop)
typedef struct {
int32_t id;
con_action_t act;
con_move_t mov;
int32_t movflags;
} con_ai_t;
]]
defs_c.bitint_new_struct_type("int16_t", "SBit16")
defs_c.bitint_new_struct_type("int32_t", "SBit32")
defs_c.bitint_new_struct_type("uint32_t", "UBit32")
-- Struct template for actor_t. It already has 'const' fields (TODO: might need
-- to make more 'const'), but still has array members exposed, so is unsuited
-- for external exposure.
local ACTOR_STRUCT = [[
struct {
const int32_t t_data[10];
const struct move mv;
const struct action ac;
const uint16_t actiontics;
]]..defs_c.bitint_member("SBit32", "flags")..[[
vec3_t bpos; //12b
int32_t floorz,ceilingz,lastvx,lastvy; //16b
int32_t lasttransport; //4b
const int16_t picnum;
int16_t ang, extra;
const int16_t owner;
// NOTE: not to be confused with .movflags:
]]..defs_c.bitint_member("SBit16", "_movflag")..[[
int16_t tempang, timetosleep;
int16_t stayputsect;
const int16_t dispicnum;
// Movement flags, sprite[i].hitag in C-CON.
// XXX: more research where it was used in EDuke32's C code? (also .lotag <-> actiontics)
// XXX: what if CON code knew of the above implementation detail?
]]..defs_c.bitint_member("UBit16", "movflags")..[[
int16_t cgg;
const int16_t lightId, lightcount, lightmaxrange;
// NOTE: on 32-bit, C's lightptr+filler <=> this dummy:
const union { intptr_t ptr; uint64_t dummy; } _light;
}
]]
local bcarray = require("bcarray")
local bcheck = require("bcheck")
local check_sector_idx, check_tile_idx = bcheck.sector_idx, bcheck.tile_idx
local check_sprite_idx = bcheck.sprite_idx
local check_weapon_idx, check_inventory_idx = bcheck.weapon_idx, bcheck.inventory_idx
local check_sound_idx = bcheck.sound_idx
local check_number = bcheck.number
local check_type = bcheck.type
bcarray.new("int16_t", 64, "loogie", "int16_x_64") -- TODO: randomize member names
bcarray.new("int16_t", ffiC.MAX_WEAPONS, "weapon", "int16_x_MAX_WEAPONS", WEAPON_NAMES)
bcarray.new("int16_t", ffiC.GET_MAX, "inventory", "int16_x_GET_MAX", INV_NAMES)
-- NOTE: writing e.g. "ps.jetpack_on" in Lua when "ps.jetpack_on~=0" was meant
-- is probably one of the most commonly committed errors, so we make it a bool
-- type instead of uint8_t. The only issue is that if CON coders used these
-- fields to store more than just one bit, we're in trouble.
-- This will need to be documented and frozen for release.
local DUKEPLAYER_STRUCT = [[
__attribute__((packed)) struct {
vec3_t pos, opos, vel, npos;
int32_t bobposx, bobposy;
int32_t truefz, truecz, player_par;
int32_t randomflamex, exitx, exity;
int32_t runspeed, max_player_health, max_shield_amount;
int32_t autostep, autostep_sbw;
uint32_t interface_toggle_flag;
int32_t pipebombControl, pipebombLifetime, pipebombLifetimeVar;
int32_t tripbombControl, tripbombLifetime, tripbombLifetimeVar;
int32_t zrange;
int16_t angrange, autoaimang;
uint16_t max_actors_killed, actors_killed;
uint16_t gotweapon, zoom;
int16_x_64 loogiex;
int16_x_64 loogiey;
int16_t sbs, sound_pitch;
int16_t ang, oang, angvel;
const<S> int16_t cursectnum;
int16_t look_ang, last_extra, subweapon;
int16_x_MAX_WEAPONS max_ammo_amount;
int16_x_MAX_WEAPONS ammo_amount;
int16_x_GET_MAX inv_amount;
const<I-> int16_t wackedbyactor;
int16_t pyoff, opyoff;
int16_t horiz, horizoff, ohoriz, ohorizoff;
const int16_t newowner;
int16_t jumping_counter, airleft;
int16_t fta;
const<Q> int16_t ftq;
const int16_t access_wallnum, access_spritenum;
int16_t got_access, weapon_ang, visibility;
int16_t somethingonplayer, on_crane;
const int16_t i;
const int16_t one_parallax_sectnum;
int16_t random_club_frame, one_eighty_count;
const<I-> int16_t dummyplayersprite;
int16_t extra_extra8;
int16_t actorsqu, timebeforeexit;
const<X-> int16_t customexitsound;
int16_t last_pissed_time;
int16_x_MAX_WEAPONS weaprecs;
int16_t weapon_sway, crack_time, bobcounter;
int16_t orotscrnang, rotscrnang, dead_flag; // JBF 20031220: added orotscrnang
int16_t holoduke_on, pycount;
int16_t transporter_hold;
uint8_t max_secret_rooms, secret_rooms;
uint8_t frag, fraggedself, quick_kick, last_quick_kick;
uint8_t return_to_center;
bool reloading;
const uint8_t weapreccnt;
uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
uint8_t tipincs, hbomb_hold_delay;
const<P> uint8_t frag_ps;
uint8_t kickback_pic;
uint8_t gm;
bool on_warping_sector;
uint8_t footprintcount, hurt_delay;
bool hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
// NOTE: there's array indexing with inven_icon, but always after a
// bound check:
uint8_t inven_icon, buttonpalette;
bool over_shoulder_on;
uint8_t show_empty_weapon;
bool jetpack_on, spritebridge;
uint8_t lastrandomspot; // unused
bool scuba_on;
uint8_t footprintpal;
bool heat_on;
uint8_t invdisptime;
bool holster_weapon;
uint8_t falling_counter, footprintshade;
uint8_t refresh_inventory;
const<W> uint8_t last_full_weapon;
bool toggle_key_flag;
uint8_t knuckle_incs, knee_incs, access_incs;
uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
int8_t numloogs, loogcnt, scream_voice;
const<W-> int8_t last_weapon;
int8_t cheat_phase, weapon_pos;
const<W-> int8_t wantweaponfire;
const<W> int8_t curr_weapon;
uint8_t palette;
palette_t _pals;
int8_t _palsfadespeed, _palsfadenext, _palsfadeprio, _padding2;
// NOTE: In C, the struct type has no name. We only have it here to define
// a metatype later.
const weaponaccess_t weapon;
const int8_t _padding;
}
]]
local PROJECTILE_STRUCT = [[
struct {
int32_t workslike, cstat;
int32_t hitradius, range, flashcolor;
const int16_t spawns;
const int16_t sound, isound;
int16_t vel;
const int16_t decal, trail;
int16_t tnum, drop;
int16_t offset, bounces;
const int16_t bsound;
int16_t toffset;
int16_t extra, extra_rand;
int8_t sxrepeat, syrepeat, txrepeat, tyrepeat;
int8_t shade, xrepeat, yrepeat, pal;
int8_t movecnt;
uint8_t clipdist;
int8_t filler[2];
int32_t userdata;
}
]]
-- KEEPINSYNC weapondata_mt below.
local WEAPONDATA_STRUCT = "struct {"..table.concat(con_lang.wdata_members, ';').."; }"
local randgen = require("randgen")
local ma_rand = randgen.new(true) -- initialize to "random" (time-based) seed
local ma_count = nil
local function ma_replace_array(typestr, neltstr)
local nelts = tonumber(neltstr)
if (nelts==nil) then
nelts = ffiC[neltstr]
assert(type(nelts)=="number")
end
local strtab = { "const ", typestr.." " }
for i=1,nelts do
local ch1 = 97 + (ma_rand:getu32() % 25) -- 'a'..'z'
strtab[i+2] = string.format("_%c%x%s", ch1, ma_count, (i<nelts) and "," or ";")
ma_count = ma_count+1
end
return table.concat(strtab)
end
---=== Protection of scalars in (currently only) DukePlayer_t struct. ===---
-- This is more convenient than writing dozens of set-member methods.
local prot_scalar_chkfunc = {
S = check_sector_idx,
I = check_sprite_idx,
P = bcheck.player_idx,
W = check_weapon_idx,
X = check_sound_idx,
Q = bcheck.quote_idx,
}
local DukePlayer_prot_allowneg = {} -- [<member name>] = true if setting <0 allowed
local DukePlayer_prot_chkfunc = {} -- [<member name>] = <checking function>
local function ma_replace_scalar(what, typestr, membname)
DukePlayer_prot_chkfunc[membname] = assert(prot_scalar_chkfunc[what:sub(1,1)])
DukePlayer_prot_allowneg[membname] = (what:sub(2)=="-")
return ma_replace_array(typestr, 1)
end
-- Converts a template struct definition to an external one, in which arrays
-- have been substituted by randomly named scalar fields.
-- <also_scalars>: also handle protected scalars like "const<W-> ..." etc.
local function mangle_arrays(structstr, also_scalars)
ma_count = 0
-- NOTE: regexp only works for non-nested arrays and for one array per line.
structstr = structstr:gsub("const%s+([%w_]+)[^\n]+%[([%w_]+)%];", ma_replace_array)
if (also_scalars) then
-- One protected scalar per line, too.
structstr = structstr:gsub("const<(.-)>%s+([%w_]-)%s+([%w_]-);", ma_replace_scalar)
end
return structstr
end
--print(mangle_arrays(DUKEPLAYER_STRUCT, true))
--- default defines etc.
local con_lang = require("con_lang")
ffi.cdef([[
typedef struct { int32_t _p; } weaponaccess_t;
typedef struct {
]]..defs_c.bitint_member("UBit32", "bits")..[[
int16_t fvel, svel; // 4b
int8_t avel, horz; // 2b
int8_t extbits, filler; // 2b
} input_t;
typedef
]].. mangle_arrays(ACTOR_STRUCT) ..[[
actor_t;
typedef
]].. mangle_arrays(DUKEPLAYER_STRUCT, true) ..[[
DukePlayer_t;
typedef __attribute__((packed)) struct {
DukePlayer_t *ps;
input_t *sync;
int32_t netsynctime;
int16_t ping, filler;
int32_t pcolor, pteam;
uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
char vote, gotvote, pingcnt, playerquitflag, ready;
char user_name[32];
uint32_t revision;
} playerdata_t;
typedef struct {
int32_t cur, count;
int32_t gunposx, lookhalfang;
int32_t gunposy, lookhoriz;
int32_t shade;
} hudweapon_t;
typedef
]].. WEAPONDATA_STRUCT ..[[
weapondata_t;
typedef
]].. PROJECTILE_STRUCT ..[[
projectile_t;
typedef struct {
uint32_t _flags; // XXX: do we want to have this accessible at game time?
const int32_t _cacherange;
const projectile_t _defproj;
} tiledata_t;
typedef struct {
vec3_t pos;
int32_t dist, clock;
int16_t ang, horiz;
int16_t sect; // NOTE: protected in camera_mt's __newindex
} camera_t;
enum
{
MAXMOUSEBUTTONS = 10,
MAXMOUSEAXES = 2,
MAXJOYBUTTONS = (32+4),
MAXJOYAXES = 8,
NUMGAMEFUNCTIONS = 56,
};
typedef struct {
int32_t const_visibility,uw_framerate;
int32_t camera_time,folfvel,folavel,folx,foly,fola;
int32_t reccnt,crosshairscale;
int32_t runkey_mode,statusbarscale,mouseaiming,weaponswitch,drawweapon; // JBF 20031125
int32_t democams,color,msgdisptime,statusbarmode;
int32_t m_noexits,noexits,autovote,automsg,idplayers;
int32_t team, viewbob, weaponsway, althud, weaponscale, textscale;
int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
int32_t coords,tickrate,levelstats,m_coop,coop,screen_size,lockout,crosshair;
int32_t playerai,angleinterpolation,obituaries;
int32_t respawn_monsters,respawn_items,respawn_inventory,recstat,monsters_off,brightness;
int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;
int32_t configversion;
int16_t pause_on,from_bonus;
int16_t camerasprite,last_camsprite;
int16_t last_level,secretlevel, bgstretch;
struct {
int32_t UseJoystick;
int32_t UseMouse;
int32_t AutoAim;
int32_t ShowOpponentWeapons;
int32_t MouseDeadZone,MouseBias;
int32_t SmoothInput;
// JBF 20031211: Store the input settings because
// (currently) jmact can't regurgitate them
int32_t MouseFunctions[MAXMOUSEBUTTONS][2];
int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
int32_t MouseAnalogueAxes[MAXMOUSEAXES];
int32_t MouseAnalogueScale[MAXMOUSEAXES];
int32_t JoystickFunctions[MAXJOYBUTTONS][2];
int32_t JoystickDigitalFunctions[MAXJOYAXES][2];
int32_t JoystickAnalogueAxes[MAXJOYAXES];
int32_t JoystickAnalogueScale[MAXJOYAXES];
int32_t JoystickAnalogueDead[MAXJOYAXES];
int32_t JoystickAnalogueSaturate[MAXJOYAXES];
uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
//
// Sound variables
//
int32_t FXDevice;
int32_t MusicDevice;
int32_t MasterVolume;
int32_t FXVolume;
int32_t MusicVolume;
int32_t SoundToggle;
int32_t MusicToggle;
int32_t VoiceToggle;
int32_t AmbienceToggle;
int32_t NumVoices;
int32_t NumChannels;
int32_t NumBits;
int32_t MixRate;
int32_t ReverseStereo;
//
// Screen variables
//
int32_t ScreenMode;
int32_t ScreenWidth;
int32_t ScreenHeight;
int32_t ScreenBPP;
int32_t ForceSetup;
int32_t NoAutoLoad;
const int32_t scripthandle;
int32_t setupread;
int32_t CheckForUpdates;
int32_t LastUpdateCheck;
int32_t useprecache;
} config;
char overhead_on,last_overhead,showweapons;
char god,warp_on,cashman,eog,showallmap;
char show_help,scrollmode,noclip;
char ridecule[10][40];
char savegame[10][22];
char pwlockout[128],rtsname[128];
char display_bonus_screen;
char show_level_text;
} user_defs;
typedef struct {
int32_t partime, designertime;
char *name, *filename, *musicfn, *alt_musicfn;
void *savedstate;
} map_t;
]])
bcarray.new("weapondata_t", ffiC.MAX_WEAPONS, "weapon", "weapondata_x_MAX_WEAPONS", WEAPON_NAMES)
-- EXTERNALLY EXPOSED GAME VARIABLES
ffi.cdef[[
const int32_t screenpeek;
hudweapon_t hudweap;
int32_t g_logoFlags;
]]
-- INTERNAL VARIABLES/FUNCTIONS
decl("map_t MapInfo[$*$];", con_lang.MAXVOLUMES+1, con_lang.MAXLEVELS)
decl("char EpisodeNames[$][33];", con_lang.MAXVOLUMES)
decl[[
int32_t g_RETURN;
int32_t g_elCONSize;
char *g_elCON;
void El_SetCON(const char *conluacode);
char *g_elSavecode;
void El_FreeSaveCode(void);
const char *(*El_SerializeGamevars)(int32_t *slenptr);
const char *s_buildRev;
const char *g_sizes_of_what[];
int32_t g_sizes_of[];
int32_t g_elCallDepth;
int32_t block_deletesprite;
const char **g_argv;
const char **g_elModules;
char g_modDir[];
actor_t actor[MAXSPRITES];
camera_t g_camera;
user_defs ud;
playerdata_t g_player[MAXPLAYERS];
DukePlayer_t *g_player_ps[MAXPLAYERS];
weapondata_x_MAX_WEAPONS g_playerWeapon[MAXPLAYERS];
weapondata_t g_weaponOverridden[MAX_WEAPONS];
int16_t WeaponPickupSprites[MAX_WEAPONS];
tiledata_t g_tile[MAXTILES];
projectile_t ProjectileData[MAXTILES];
projectile_t SpriteProjectile[MAXSPRITES];
int32_t g_noResetVars;
void (*A_ResetVars)(int32_t iActor);
// Used from lunacon.lua for dynamic {tile,sound} remapping:
struct
{
const char *str;
int32_t *dynvalptr;
const int16_t staticval;
} g_dynTileList[], g_dynSoundList[];
char *ScriptQuotes[];
const int32_t playerswhenstarted;
int16_t g_spriteDeleteQueueSize;
int16_t BlimpSpawnSprites[15];
int32_t g_scriptVersion;
const int32_t g_currentFrameRate;
const int32_t g_currentMenu;
uint16_t g_earthquakeTime;
uint32_t g_moveThingsCount;
char CheatKeys[2];
// Must not have functions here that may call events directly or
// indirectly. See lunatic_game.c.
int32_t A_IncurDamage(int32_t sn); // not bound-checked!
int32_t G_CheckActivatorMotion(int32_t lotag);
int32_t A_Dodge(spritetype *s);
int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype);
void P_DoQuote(int32_t q, DukePlayer_t *p);
void P_SetGamePalette(DukePlayer_t *player, uint8_t palid, int32_t set);
void G_AddUserQuote(const char *daquote);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
int32_t shade, int32_t orientation, int32_t p);
void G_InitTimer(int32_t ticspersec);
void G_GetTimeDate(int32_t *vals);
int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
int32_t G_StartTrack(int32_t level);
int32_t VM_CheckSquished2(int32_t i, int32_t snum);
void M_ChangeMenu(int32_t cm);
const char *KB_ScanCodeToString(uint8_t scancode);
int32_t A_CheckAnySoundPlaying(int32_t i);
int32_t S_CheckSoundPlaying(int32_t i, int32_t num);
void S_StopEnvSound(int32_t num, int32_t i);
int32_t FX_StopAllSounds(void);
void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset);
int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t sb);
void G_DrawTXDigiNumZ(int32_t starttile, int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,
int32_t cs,int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t z);
int32_t G_PrintGameText(int32_t f, int32_t tile, int32_t x, int32_t y, const char *t,
int32_t s, int32_t p, int32_t o,
int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t z);
typedef struct {
int32_t x, y;
} vec2_t;
vec2_t G_ScreenText(const int32_t font,
int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle,
const char *str, const int32_t shade, int32_t pal, int32_t o, const int32_t alpha,
int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f,
const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2);
vec2_t G_ScreenTextSize(const int32_t font,
int32_t x, int32_t y, const int32_t z, const int32_t blockangle,
const char *str, const int32_t o,
int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween,
const int32_t f,
int32_t x1, int32_t y1, int32_t x2, int32_t y2);
void G_SaveMapState(void);
void G_RestoreMapState(void);
]]
decl[[
int32_t kopen4loadfrommod(const char *filename, char searchfirst);
char **g_scriptModules;
int32_t g_scriptModulesNum;
const char *G_ConFile(void);
void G_DoGameStartup(const int32_t *params);
int32_t C_DefineSound(int32_t sndidx, const char *fn, int32_t args [5]);
void C_DefineMusic(int32_t vol, int32_t lev, const char *fn);
void C_DefineQuote(int32_t qnum, const char *qstr);
void C_DefineVolumeName(int32_t vol, const char *name);
void C_DefineSkillName(int32_t skill, const char *name);
void C_DefineLevelName(int32_t vol, int32_t lev, const char *fn,
int32_t partime, int32_t designertime,
const char *levelname);
void C_DefineProjectile(int32_t j, int32_t what, int32_t val);
void C_DefineGameFuncName(int32_t idx, const char *name);
void C_DefineGameType(int32_t idx, int32_t flags, const char *name);
int32_t C_SetDefName(const char *name);
int32_t SCRIPT_GetNumber(int32_t scripthandle, const char *sectionname, const char *entryname, int32_t *number);
void SCRIPT_PutNumber(int32_t scripthandle, const char *sectionname, const char *entryname, int32_t number,
int32_t hexadecimal, int32_t defaultvalue);
]]
-- http://lua-users.org/wiki/SandBoxes says "potentially unsafe"
-- as it allows to see implementations of functions.
--local string_dump = string.dump
string.dump = nil
-- sanity-check struct type sizes
local good = true
for i=0,10 do
local what = ffi.string(ffiC.g_sizes_of_what[i])
local fsz = ffi.sizeof(what)
local csz = ffiC.g_sizes_of[i]
if (ffiC._DEBUG_LUNATIC ~= 0) then
print(i..": "..what..": C sizeof = "..tostring(csz)..", FFI sizeof = "..tostring(fsz))
end
if (fsz ~= csz) then
good = false;
end
end
if (not good) then
error("Some sizes don't match between C and LuaJIT/FFI.")
end
--== "player" global, needed by the "control" module ==--
local player_static_members = {}
player_static_members._INPUT_BITS = defs_c.conststruct
{
JUMP = 1,
CROUCH = 2,
FIRE = 4,
AIM_UP = 8,
AIM_DOWN = 16,
RUNNING = 32,
LOOK_LEFT = 64,
LOOK_RIGHT = 128,
-- weapons...
STEROIDS = 4096,
LOOK_UP = 8192,
LOOK_DOWN = 16384,
NIGHTVISION = 32768,
MEDKIT = 65536,
RESERVED = 131072,
CENTER_VIEW = 262144,
HOLSTER_WEAPON = 524288,
INVENTORY_LEFT = 1048576,
PAUSE = 2097152,
QUICK_KICK = 4194304,
AIM_MODE = 8388608,
HOLODUKE = 16777216,
JETPACK = 33554432,
QUIT = 67108864,
INVENTORY_RIGHT = 134217728,
TURN_AROUND = 268435456,
OPEN = 536870912,
INVENTORY = 1073741824,
ESC = 2147483648,
}
player_static_members._INPUT_EXT_BITS = defs_c.conststruct
{
MOVE_FORWARD = 1,
MOVE_BACKWARD = 2,
STRAFE_LEFT = 4,
STRAFE_RIGHT = 8,
TURN_LEFT = 16,
TURN_RIGHT = 32,
}
local band = bit.band
local lsh = bit.lshift
do
-- player.all() iterator
local function iter_allplayers(_nil, pli)
if (pli+1 < ffiC.playerswhenstarted) then
return pli+1
end
end
function player_static_members.all()
return iter_allplayers, nil, -1
end
-- player.holdskey(pli, keyname)
local KEYS = { -- SK_CROUCH etc. -- "sync keys"
CROUCH = lsh(1,1),
RUN = lsh(1,5),
OPEN = lsh(1,29),
}
function player_static_members.holdskey(pli, keyname)
bcheck.player_idx(pli)
if (KEYS[keyname] == nil) then
error("invalid key name: "..tostring(keyname), 2)
end
return ffiC.g_player[pli].sync.bitsbits:test(KEYS[keyname])
end
end
local player_holdskey = player_static_members.holdskey
-- Actor flags
local actor_static_members = {}
do
local our_SFLAG = {}
local ext_SFLAG = con_lang.labels[4] -- external actor flags only
local USER_MASK = 0
for name, flag in pairs(ext_SFLAG) do
our_SFLAG[name:sub(7)] = flag -- strip "SFLAG_"
USER_MASK = bit.bor(USER_MASK, flag)
end
-- Add a couple of convenience defines.
our_SFLAG.enemy = con_lang.SFLAG.SFLAG_BADGUY
our_SFLAG.enemystayput = con_lang.SFLAG.SFLAG_BADGUY + con_lang.SFLAG.SFLAG_BADGUYSTAYPUT
our_SFLAG.rotfixed = con_lang.SFLAG.SFLAG_ROTFIXED
-- Callback function chaining control flags.
our_SFLAG.replace_hard = 0x08000000 -- Replace actor code and flags
our_SFLAG.replace_soft = 0x10000000 -- Replace actor code, bitwise OR flags
our_SFLAG.replace = 0x08000000 -- Should only be used for gameevent
our_SFLAG.chain_beg = 0x20000000
our_SFLAG.chain_end = 0x40000000
our_SFLAG._CHAIN_MASK_ACTOR = 0x78000000
our_SFLAG._CHAIN_MASK_EVENT = 0x68000000
-- XXX: CON doesn't export BADGUYSTAYPUT or ROTFIXED SFLAGs, but they are considered
-- external for Lunatic.
our_SFLAG.USER_MASK = bit.bor(USER_MASK, our_SFLAG.enemystayput, our_SFLAG.rotfixed)
actor_static_members.FLAGS = defs_c.conststruct(our_SFLAG)
-- Sprite status numbers. Kept in 'actor', because it's more of a game-side
-- concept (event though status lists are implemented in the engine), and
-- to prevent confusion with sprite.CSTAT.
local our_STAT = {}
for name, statnum in pairs(con_lang.STAT) do
-- Strip 'STAT_'.
our_STAT[name:sub(6)] = statnum
end
actor_static_members.STAT = defs_c.conststruct(our_STAT)
actor_static_members.MOVFLAGS = defs_c.conststruct
{
-- NOTE: no underscores, like in DEFS.CON.
faceplayer = 1,
geth = 2,
getv = 4,
randomangle = 8,
faceplayerslow = 16,
spin = 32,
faceplayersmart = 64,
fleeenemy = 128,
jumptoplayer = 257,
seekplayer = 512,
furthestdir = 1024,
dodgebullet = 4096,
}
end
function actor_static_members.fall(i)
check_sprite_idx(i)
CF.VM_FallSprite(i)
end
-- Delete sprite with index <i>.
function actor_static_members.delete(i)
check_sprite_idx(i)
if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS) then
error("Attempt to delete a sprite already not in the game world", 2)
end
if (ffiC.block_deletesprite ~= 0) then
error("Attempt to delete sprite in EVENT_EGS", 2)
end
-- TODO_MP
if (ffiC.g_player_ps[0].i == i) then
error("Attempt to delete player 0's APLAYER sprite", 2)
end
CF.A_DeleteSprite(i)
end
local tile_static_members = {}
do
tile_static_members.sizx = defs_c.creategtab(ffiC.tilesizx, ffiC.MAXTILES, "tilesizx[]")
tile_static_members.sizy = defs_c.creategtab(ffiC.tilesizy, ffiC.MAXTILES, "tilesizy[]")
end
-- XXX: error message will say "g_player_ps"
player = setmtonce({}, defs_c.GenStructMetatable("g_player_ps", "playerswhenstarted", player_static_members))
-- needed by "control"
actor = setmtonce({}, defs_c.GenStructMetatable("actor", "MAXSPRITES", actor_static_members))
-- Some bitwise NOTs of various actor flag masks.
local BNOT = {
USER_MASK = bit.bnot(actor.FLAGS.USER_MASK),
CHAIN_MASK_ACTOR = bit.bnot(actor.FLAGS._CHAIN_MASK_ACTOR),
CHAIN_MASK_EVENT = bit.bnot(actor.FLAGS._CHAIN_MASK_EVENT),
}
local projectile = defs_c.creategtab(ffiC.ProjectileData, ffiC.MAXTILES, "projectile[]")
local g_tile = setmtonce({}, defs_c.GenStructMetatable("g_tile", "MAXTILES", tile_static_members))
--== Custom operations for BUILD data structures ==--
-- Among other things, declares struct action and struct move, and their
-- ID-wrapped types con_action_t and con_move_t
local con = require("control")
local isenemytile = con.isenemytile
-- Add game-side metamethods to "spritetype" and register it with "metatype"
local spr_mt_index_add = {
isenemy = function(s)
return isenemytile(s.picnum)
end,
}
defs_c.finish_spritetype(spr_mt_index_add)
-- Check a literal numeric action or move value.
local function check_literal_am(am, typename)
if (type(am) ~= "number") then
error("bad argument: expected number or "..typename, 3)
end
-- Negative values are generated as con.action/con.move IDs.
if (not (am >= 0 and am <= 32767)) then
error("bad argument: expected number in [0 .. 32767]", 3)
end
end
-- An unrestricted actor_t pointer, for internal use:
local actor_ptr_ct = ffi.typeof("$ *", ffi.typeof(strip_const(ACTOR_STRUCT)))
local player_ptr_ct = ffi.typeof("$ *", ffi.typeof(strip_const(DUKEPLAYER_STRUCT)))
local projectile_ptr_ct = ffi.typeof("$ *", ffi.typeof(strip_const(PROJECTILE_STRUCT)))
-- An unrestricted weapondata_t pointer, but with the member names stripped of
-- the leading underscore, too:
local weapondata_ptr_ct = ffi.typeof("$ *", ffi.typeof((strip_const(WEAPONDATA_STRUCT):gsub(" _"," "))))
local con_action_ct = ffi.typeof("const con_action_t")
local con_move_ct = ffi.typeof("const con_move_t")
local con_ai_ct = ffi.typeof("const con_ai_t")
-- All-zero bare action and move.
local nullac, nullmv = ffi.new("const struct action"), ffi.new("const struct move")
-- All-zero action and move with IDs. Mostly for CON support.
local literal_act = { [0]=con_action_ct(0), [1]=con_action_ct(1) }
local literal_mov = { [0]=con_move_ct(0), [1]=con_move_ct(1) }
local function get_actor_idx(a)
local i = ffi.cast(actor_ptr_ct, a)-ffi.cast(actor_ptr_ct, ffiC.actor)
-- assert(not (i >= ffiC.MAXSPRITES+0ULL))
return i
end
local actor_mt = {
__index = {
-- action
set_action = function(a, act)
a = ffi.cast(actor_ptr_ct, a)
if (ffi.istype(con_action_ct, act)) then
a.t_data[4] = act.id
a.ac = act.ac
else
check_literal_am(act, "action")
a.t_data[4] = act
a.ac = nullac
end
a.t_data[2] = 0
a.t_data[3] = 0
end,
has_action = function(a, act)
a = ffi.cast(actor_ptr_ct, a)
if (ffi.istype(con_action_ct, act)) then
return (a.t_data[4]==act.id)
else
check_literal_am(act, "action")
return (a.t_data[4]==act)
end
end,
-- count
set_count = function(a, count)
ffi.cast(actor_ptr_ct, a).t_data[0] = count
end,
get_count = function(a)
return ffi.cast(actor_ptr_ct, a).t_data[0]
end,
-- action count
reset_acount = function(a)
ffi.cast(actor_ptr_ct, a).t_data[2] = 0
end,
get_acount = function(a)
return ffi.cast(actor_ptr_ct, a).t_data[2]
end,
-- Override action delay. The action ID is kept.
set_action_delay = function(a, delay)
ffi.cast(actor_ptr_ct, a).ac.delay = delay
end,
-- move
set_move = function(a, mov, movflags)
a = ffi.cast(actor_ptr_ct, a)
if (ffi.istype(con_move_ct, mov)) then
a.t_data[1] = mov.id
a.mv = mov.mv
else
check_literal_am(mov, "move")
a.t_data[1] = mov
a.mv = nullmv
end
a.t_data[0] = 0
a.movflags = movflags or 0
local spr = ffiC.sprite[get_actor_idx(a)]
if (not spr:isenemy() or spr.extra > 0) then
if (bit.band(a.movflags, 8) ~= 0) then -- random_angle
spr.ang = bit.band(ffiC.krand(), 2047)
end
end
end,
has_move = function(a, mov)
a = ffi.cast(actor_ptr_ct, a)
if (ffi.istype(con_move_ct, mov)) then
return (a.t_data[1]==mov.id)
else
check_literal_am(mov, "move")
return (a.t_data[1]==mov)
end
end,
-- Override velocity, keeping move ID.
set_hvel = function(a, hvel)
ffi.cast(actor_ptr_ct, a).mv.hvel = hvel
end,
set_vvel = function(a, vvel)
ffi.cast(actor_ptr_ct, a).mv.vvel = vvel
end,
-- ai
set_ai = function(a, ai)
local oa = a
a = ffi.cast(actor_ptr_ct, a)
-- TODO: literal number AIs?
if (not ffi.istype(con_ai_ct, ai)) then
error("bad argument: expected ai", 2)
end
-- NOTE: compare with gameexec.c, "CON_AI:"
a.t_data[5] = ai.id
oa:set_action(ai.act)
oa:set_move(ai.mov, ai.movflags)
-- Already reset with set_move():
-- a.t_data[0] = 0
end,
has_ai = function(a, ai)
a = ffi.cast(actor_ptr_ct, a)
if (ffi.istype(con_ai_ct, ai)) then
return (a.t_data[5]==ai.id)
else
check_literal_am(ai, "ai")
return (a.t_data[5]==ai)
end
end,
-- Getters/setters.
_get_t_data = function(a, idx)
if (not (idx >= 0 and idx < 10)) then
error("invalid t_data index "..idx, 2)
end
return ffi.cast(actor_ptr_ct, a).t_data[idx]
end,
_set_t_data = function(a, idx, val)
if (not (idx >= 0 and idx < 10)) then
error("invalid t_data index "..idx, 2)
end
ffi.cast(actor_ptr_ct, a).t_data[idx] = val
end,
set_picnum = function(a, picnum)
if (not (picnum < 0)) then
check_tile_idx(picnum)
end
ffi.cast(actor_ptr_ct, a).picnum = picnum
end,
set_owner = function(a, owner)
-- XXX: is it permissible to set to -1?
check_sprite_idx(owner)
ffi.cast(actor_ptr_ct, a).owner = owner
end,
--- Custom methods ---
-- Checkers for whether the movement update made the actor hit
-- something.
checkhit = function(a)
-- Check whether we hit *anything*, including ceiling/floor.
return a._movflagbits:test(49152)
end,
checkbump = function(a)
-- Check whether we bumped into a wall or sprite.
return (a._movflagbits:mask(49152) >= 32768)
end,
hitwall = function(a)
if (a._movflagbits:mask(49152) == 32768) then
return a._movflagbits:mask(32767)
end
end,
hitsprite = function(a)
if (a._movflagbits:mask(49152) == 49152) then
return a._movflagbits:mask(32767)
end
end,
-- NOTE: no 'hitsector' or 'hitceiling' / 'hitfloor' for now because
-- more research is needed as to what the best way of checking c/f is.
},
}
local function actor_index_index(a, key)
-- actor[].proj gets an actor's projectile ([gs]etthisprojectile in CON)
if (key=="proj") then
return ffiC.SpriteProjectile[get_actor_idx(a)]
end
end
setmtonce(actor_mt.__index, { __index = actor_index_index })
ffi.metatype("actor_t", actor_mt)
--- PER-PLAYER WEAPON SETTINGS
local wd_sound_member = {}
for _, declstr in pairs(con_lang.wdata_members) do
local member = declstr:match("const int32_t _(.*sound)$")
if (member) then
wd_sound_member[member] = true
if (ffiC._DEBUG_LUNATIC ~= 0) then
printf("weapondata_t member %s denotes a sound", member)
end
end
end
local weapondata_mt = {
__index = function(wd, member)
-- Handle protected members that are renamed (e.g. shoots/_shoots).
return ffi.cast(weapondata_ptr_ct, wd)[0][member]
end,
__newindex = function(wd, member, val)
-- Set to 'true' if we set a tile or sound member.
local didit = false
check_type(member, "string") -- MEMBER_IS_STRING
check_number(val)
if (wd_sound_member[member]) then -- XXX: sound2time is a time, not a sound
if (val < 0) then
val = 0 -- Set to 0 if negative (e.g. CrackDown).
else
check_sound_idx(val)
end
didit = true
elseif (member=="workslike") then
check_weapon_idx(val)
elseif (member=="spawn" or member=="shoots") then
if (val < 0) then
-- Set to 0 if oob (e.g. CrackDown). This is a bit problematic
-- for .shoots because it's used unconditionally except in one
-- case (see player.c).
val = 0
else
check_tile_idx(val)
end
didit = true
end
-- DEBUG:
-- printf("assigning %s to weapon's %s", tostring(val), member)
-- NOTE: we're indexing a *pointer* with the user-supplied 'member',
-- which could be dangerouns if it could be a number. However, we have
-- assured that is is not in MEMBER_IS_STRING above.
ffi.cast(weapondata_ptr_ct, wd)[member] = val
if (didit and ffiC.g_elCallDepth==0) then
-- Signal that we overrode this member at CON translation time.
-- Get weapon index as pointer difference first. PLAYER_0.
local wi = ffi.cast(weapondata_ptr_ct, wd)
- ffi.cast(weapondata_ptr_ct, ffiC.g_playerWeapon)
assert(wi >= 0 and wi < ffiC.MAX_WEAPONS)
-- Set g_weaponOverridden[wi][member], but without invoking
-- weapondata_t's __newindex metamethod (i.e. us)!
ffi.cast(weapondata_ptr_ct, ffiC.g_weaponOverridden[wi])[member] = 1
end
end,
}
ffi.metatype("weapondata_t", weapondata_mt)
local weaponaccess_mt = {
-- Syntax like "player[0].weapon.KNEE.shoots" possible because
-- g_playerWeapon[] is declared as an array of corresponding bcarray types
-- for us.
__index = function(wa, key)
if (type(key)~="number" and type(key)~="string") then
error("must access weapon either by number or by name")
end
return ffiC.g_playerWeapon[wa._p][key]
end,
}
ffi.metatype("weaponaccess_t", weaponaccess_mt)
local function clamp(num, min, max)
return num < min and min
or num > max and max
or num
end
local function clamp0to1(num)
check_number(num, 4)
return clamp(num, 0, 1)
end
local player_mt = {
__index = {
-- CON-like addammo/addweapon, but without the non-local control flow
-- (returns true if weapon's ammo was at the max. instead).
addammo = con._addammo,
addweapon = con._addweapon,
stomp = con._pstomp,
holdskey = function(p, keyname)
-- XXX: on invalid <keyname>, error will point to this next line:
return player_holdskey(p.weapon._p, keyname)
end,
has_weapon = function(p, weap)
return (band(p.gotweapon, lsh(1, weap)) ~= 0)
end,
give_weapon = function(p, weap)
p.gotweapon = bit.bor(p.gotweapon, lsh(1, weap))
end,
take_weapon = function(p, weap)
p.gotweapon = band(p.gotweapon, bit.bnot(lsh(1, weap)))
end,
-- Give or take weapon, for implementation of CON's .gotweapon access.
_gt_weapon = function(p, weap, give_p)
if (give_p ~= 0) then
p:give_weapon(weap)
else
p:take_weapon(weap)
end
end,
whack = function(p, no_return_to_center)
p.horiz = p.horiz + 64
if (not no_return_to_center) then
p.return_to_center = 9
end
local n = bit.arshift(128-band(ffiC.krand(),255), 1)
p.rotscrnang = n
p.look_ang = n
end,
-- External, improved 'palfrom'.
-- <speed>: possibly fractional speed of tint fading, in pals.f decrements per gametic.
-- XXX: exposes internals.
-- <prio>: a value from -128 to 127, higher ones trump lower or equal ones
fadecol = function(p, fadefrac, r, g, b, speed, prio)
-- Validate inargs: clamp f,r,g,b to [0 .. 1] first and multiply by
-- 63 for the internal handling.
fadefrac = clamp0to1(fadefrac)*63
-- NOTE: a fadefrac of now <1 is allowed, e.g. for clearing the tint.
r = clamp0to1(r)*63
g = clamp0to1(g)*63
b = clamp0to1(b)*63
if (speed ~= nil) then
check_number(speed)
-- Clamp to sensible values; the speed is stored in an int8_t
-- (see below).
speed = clamp(speed, 1/128, 127)
else
speed = 1
end
if (prio ~= nil) then
check_number(prio)
if (not (prio >= -128 and prio < 127)) then
error("invalid argument #6 (priority): must be in [-128 .. 127]", 2)
end
else
prio = 0
end
-- Check if a currently active tint has higher priority.
if (p._pals.f > 0 and p._palsfadeprio > prio) then
return
end
-- The passed tint can be applied now.
p:_palfrom(fadefrac, r, g, b)
p._palsfadeprio = prio
-- Calculate .palsfade{speed,next}
if (speed >= 1) then
-- Will round to the nearest integer ("banker's
-- rounding"). NOTE: This is not correct for all numbers, see
-- http://blog.frama-c.com/index.php?post/2013/05/02/nearbyintf1
p._palsfadespeed = speed + 0.5
p._palsfadenext = 0
else
-- NOTE: Values that round to 0 have are equivalent behavior to
-- passing a <speed> of 1.
local negspeedrecip = -((1/speed) + 0.5) -- [-128.5 .. 1/127+0.5]
p._palsfadespeed = negspeedrecip
p._palsfadenext = negspeedrecip
end
end,
-- INTERNAL and CON-only.
_palfrom = function(p, f, r,g,b)
local pals = p._pals
-- Assume that CON's palfrom starts with prio 0 and speed 0.
if (pals.f == 0 or p._palsfadeprio <= 0) then
pals.f = f
pals.r, pals.g, pals.b = r, g, b
p._palsfadespeed, p._palsfadenext = 0, 0
end
end,
},
__newindex = function(p, key, val)
-- Write access to protected player members.
local allowneg = DukePlayer_prot_allowneg[key]
assert(type(allowneg)=="boolean")
if (allowneg==false or not (val < 0)) then
DukePlayer_prot_chkfunc[key](val)
end
ffi.cast(player_ptr_ct, p)[key] = val
end,
}
local function player_index_index(p, key)
if (key=="_input") then
return ffiC.g_player[p.weapon._p].sync[0]
end
-- Read access to protected player members.
return ffi.cast(player_ptr_ct, p)[0][key]
end
setmtonce(player_mt.__index, { __index = player_index_index })
ffi.metatype("DukePlayer_t", player_mt)
local function GenProjectileSetFunc(Member, checkfunc)
return function(self, idx)
if (not (idx == -1)) then
checkfunc(idx)
end
ffi.cast(projectile_ptr_ct, self)[Member] = idx
end
end
local projectile_mt = {
__index = {
set_spawns = GenProjectileSetFunc("spawns", check_tile_idx),
set_decal = GenProjectileSetFunc("decal", check_tile_idx),
set_trail = GenProjectileSetFunc("trail", check_tile_idx),
set_sound = GenProjectileSetFunc("sound", check_sound_idx),
set_isound = GenProjectileSetFunc("isound", check_sound_idx),
set_bsound = GenProjectileSetFunc("bsound", check_sound_idx),
},
}
ffi.metatype("projectile_t", projectile_mt)
local user_defs_mt = {
__index = {
set_screen_size = function(ud, screen_size)
-- TODO: modify .statusbarmode accordingly
ud.screen_size = screen_size
end,
set_volume_number = function(ud, volume_number)
-- NOTE: allow volume_number==MAXVOLUMES.
if (not (volume_number==con_lang.MAXVOLUMES)) then
bcheck.volume_idx(volume_number)
end
ud.volume_number = volume_number
end,
set_level_number = function(ud, level_number)
bcheck.level_idx(level_number)
ud.level_number = level_number
end,
},
}
ffi.metatype("user_defs", user_defs_mt)
--- CUSTOM "gv" VARIABLES
local camera_mt = {
-- TODO: "set position" method, which also updates the sectnum
__index = ffiC.g_camera,
__newindex = function(_, key, val)
if (key=="sect") then
check_sector_idx(val)
end
ffiC.g_camera[key] = val
end,
}
gv_access.cam = setmtonce({}, camera_mt)
gv_access._ud = ffiC.ud
-- Support for some CON global system gamevars. RETURN handled separately.
gv_access._csv = ffi.new "struct { int32_t LOTAG, HITAG, TEXTURE; }"
gv_access.REND = defs_c.conststruct
{
CLASSIC = 0,
POLYMOST = 3,
POLYMER = 4,
}
gv_access.WEAPON = lprivate.WEAPON
gv_access.GET = lprivate.GET
function gv_access._get_yxaspect()
return ffiC.yxaspect
end
function gv_access._get_viewingrange()
return ffiC.viewingrange
end
function gv_access._currentFramerate()
return ffiC.g_currentFrameRate
end
function gv_access._currentMenu()
return ffiC.g_currentMenu
end
function gv_access._changeMenu(cm)
ffiC.M_ChangeMenu(cm)
end
function gv_access._set_guniqhudid(id)
local MAXUNIQHUDID = 256 -- KEEPINSYNC build.h
if (not (id >= 0 and id < MAXUNIQHUDID)) then
error("invalid unique HUD ID "..id)
end
ffiC.guniqhudid = id
end
-- TODO: make return 1-based index?
function gv_access.currentEpisode()
return ffiC.ud.volume_number
end
function gv_access.currentLevel()
return ffiC.ud.level_number
end
function gv_access.doQuake(gametics, snd)
ffiC.g_earthquakeTime = gametics
if (snd ~= nil) then
con._globalsound(ffiC.screenpeek, snd)
end
end
-- Declare all con_lang.labels constants in the global FFI namespace.
for i=1,#con_lang.labels do
if (getmetatable(con_lang.labels[i]) ~= "noffiC") then
local strbuf = {"enum {"}
for label, val in pairs(con_lang.labels[i]) do
strbuf[#strbuf+1] = string.format("%s = %d,", label, val)
end
strbuf[#strbuf+1] = "};"
ffi.cdef(table.concat(strbuf))
end
end
---=== Set up restricted global environment ===---
local allowed_modules = {
coroutine=coroutine, bit=bit, table=table, math=math, string=string,
os = {
clock = function() return gv_.gethiticks()*0.001 end,
},
randgen = randgen,
stat = require("stat"),
bitar = require("bitar"),
xmath = require("xmath"),
con = con,
}
do
local ctype_cansave = {}
-- Register as "serializeable" the type of cdata object <v>.
local function reg_serializable_cv(v)
assert(type(v)=="cdata")
assert(type(v._serialize)=="function")
-- NOTE: tonumber() on a ctype cdata object gets its LuaJIT-internal
-- ID, the one that would be shown with tostring(), e.g.
-- ctype<struct 95>
ctype_cansave[tonumber(ffi.typeof(v))] = true
end
function lprivate.cansave_cdata(v)
return type(v)=="cdata" and ctype_cansave[tonumber(ffi.typeof(v))]
end
reg_serializable_cv(allowed_modules.xmath.vec3())
reg_serializable_cv(allowed_modules.xmath.ivec3())
end
-- Protect base modules.
local function basemod_newidx()
error("modifying base module table forbidden", 2)
end
for modname, themodule in pairs(allowed_modules) do
local mt = {
__index = themodule,
__newindex = basemod_newidx,
}
allowed_modules[modname] = setmtonce({}, mt)
end
---=== Module stuff ===---
local package_loaded = {} -- [<modname>] = false/true/table
local modname_stack = {} -- [<depth>]=string
local module_gamevars = {} -- [<modname>] = { <gvname1>, <gvname2>, ... }
local module_gvlocali = {} -- [<modname>] = { <localidx_beg>, <localidx_end> }
local module_thread = {} -- [<modname>] = <module_thread>
local function getcurmodname(thisfuncname)
if (#modname_stack == 0) then
error("'"..thisfuncname.."' must be called at the top level of a require'd file", 3)
-- ... as opposed to "at runtime".
end
return modname_stack[#modname_stack]
end
local function errorf(level, fmt, ...)
local errmsg = string.format(fmt, ...)
error(errmsg, level+1)
end
local function readintostr_mod(fn)
-- TODO: g_loadFromGroupOnly?
local fd = ffiC.kopen4loadfrommod(fn, 0)
if (fd < 0) then
return nil
end
return defs_c.readintostr(fd)
end
local debug = require("debug")
-- Get the number of active locals in the function that calls the function
-- calling this one.
local function getnumlocals(l)
-- 200 is the max. number of locals at one level
for i=1,200 do
-- level:
-- 0 is getlocal() itself.
-- 1 is this function (getnumlocals).
-- 2 is the function calling getnumlocals()
-- 3 is the function calling that one.
if (debug.getlocal(3, i) == nil) then
return i-1
end
end
end
local function error_on_nil_read(_, varname)
error("attempt to read nil variable '"..varname.."'", 2)
end
local required_module_mt = {
__index = error_on_nil_read,
__newindex = function()
error("modifying module table forbidden", 2)
end,
__metatable = true,
}
-- Will contain a function to restore gamevars when running from savegame
-- restoration. See SAVEFUNC_ARGS for its arguments.
local g_restorefunc = nil
-- Local gamevar restoration function run from
-- our_require('end_gamevars') <- [user module].
local function restore_local(li, lval)
-- level:
-- 0 is getlocal() itself.
-- 1 is this function (restore_local).
-- 2 is the function calling restore_local(), the savecode.
-- 3 is the function calling the savecode, our_require.
-- 4 is the function calling our_require, the module function.
if (ffiC._DEBUG_LUNATIC ~= 0) then
printf("Restoring index #%d (%s) with value %s",
li, debug.getlocal(4, li), tostring(lval))
end
assert(debug.setlocal(4, li, lval))
end
-- The "require" function accessible to Lunatic code.
-- Base modules in allowed_modules are wrapped so that they cannot be
-- modified, user modules are searched in the EDuke32 search
-- path. Also, our require
-- * never messes with the global environment, it only returns the module.
-- * allows passing varargs beyond the name to the module.
local function our_require(modname, ...)
local ERRLEV = 5
-- Check module name is valid first.
-- TODO: restrict valid names?
if (type(modname) ~= "string" or #modname==0) then
error("module name must be a nonempty string", 2)
end
-- For _LUNATIC_DBG
if (modname:match("^_LUNATIC") and ffiC._DEBUG_LUNATIC == 0) then
return nil
end
-- Handle the section between module() and require("end_gamevars").
if (modname == "end_gamevars") then
local thismodname = getcurmodname("require")
if (module_gamevars[thismodname] ~= nil) then
error("\"require 'end_gamevars'\" must be called at most once per require'd file", 2)
end
local gvnames = {}
for name in pairs(getfenv(2)) do
gvnames[#gvnames+1] = name
if (ffiC._DEBUG_LUNATIC ~= 0) then
printf("MODULE %s GAMEVAR %s", thismodname, name)
end
end
module_gamevars[thismodname] = gvnames
local gvmodi = module_gvlocali[thismodname]
gvmodi[2] = getnumlocals()
if (ffiC._DEBUG_LUNATIC ~= 0) then
local numlocals = gvmodi[2]-gvmodi[1]+1
if (numlocals > 0) then
printf("Module '%s' has %d locals, index %d to %d",
thismodname, numlocals, gvmodi[1], gvmodi[2])
end
end
-- Potentially restore gamevars.
if (g_restorefunc) then
local modtab = package_loaded[thismodname]
assert(type(modtab)=="table")
-- SAVEFUNC_ARGS.
g_restorefunc(thismodname, modtab, restore_local)
end
-- Return whether we're NOT running from a savegame restore in the
-- second outarg. (Lunatic-private!)
return nil, (g_restorefunc==nil)
end
-- See whether it's a base module name.
if (allowed_modules[modname] ~= nil) then
return allowed_modules[modname]
end
--- Search user modules...
if (modname:find("[/\\]")) then
error("Module name must not contain directory separators", ERRLEV-1)
end
-- Instead, dots are translated to directory separators. For EDuke32's
-- virtual file system, this is always a forward slash. Keep the original
-- module name for passing to the module function.
local omodname = modname
modname = modname:gsub("%.", "/")
local omod = package_loaded[modname]
if (omod ~= nil) then
if (omod==false) then
error("Loop while loading modules", ERRLEV-1)
end
-- already loaded
assert(omod==true or type(omod)=="table")
return omod
end
local modfn = modname .. ".lua"
local str = readintostr_mod(modfn)
if (str == nil) then
errorf(ERRLEV-1, "Couldn't open file \"%s\"", modfn)
end
-- Implant code that yields the module thread just before it would return
-- otherwise.
str = str.."\nrequire('coroutine').yield()"
local modfunc, errmsg = loadstring(str, modfn)
if (modfunc == nil) then
errorf(ERRLEV-1, "Couldn't load \"%s\": %s", modname, errmsg)
end
package_loaded[modname] = false -- 'not yet loaded'
table.insert(modname_stack, modname)
-- Run the module code in a separate Lua thread!
local modthread = coroutine.create(modfunc)
local ok, retval = coroutine.resume(modthread, omodname, ...)
if (not ok) then
errorf(ERRLEV-1, "Failed running \"%s\": %s\n%s", modname,
retval, debug.traceback(modthread))
end
table.remove(modname_stack)
local modtab = package_loaded[modname]
if (type(modtab) ~= "table") then
-- The module didn't call our 'module'. Check if it returned a table.
-- In that case, the coroutine has finished its main function and has
-- not reached our implanted 'yield'.
if (coroutine.status(modthread)=="dead" and type(retval)=="table") then
modtab = retval
package_loaded[modname] = modtab
else
package_loaded[modname] = true
end
end
if (type(modtab) == "table") then
-- Protect module table in any case (i.e. either if the module used our
-- 'module' or if it returned a table).
setmetatable(modtab, required_module_mt)
end
local gvmodi = module_gvlocali[modname]
if (gvmodi and gvmodi[2] and gvmodi[2]>=gvmodi[1]) then
if (coroutine.status(modthread)=="suspended") then
-- Save off the suspended thread so that we may get its locals later on.
-- It is never resumed, but only ever used for debug.getlocal().
module_thread[modname] = modthread
if (ffiC._DEBUG_LUNATIC ~= 0) then
printf("Keeping coroutine for module \"%s\"", modname)
end
end
end
return modtab
end
local module_mt = {
__index = error_on_nil_read,
}
-- Our 'module' replacement doesn't get the module name from the function args
-- since a malicious user could remove other loaded modules this way.
-- Also, our 'module' takes no varargs ("option functions" in Lua).
-- TODO: make transactional?
local function our_module()
if (#modname_stack == 0) then
error("'module' must be called at the top level of a require'd file", 2)
-- ... as opposed to "at runtime".
end
local modname = getcurmodname("module")
if (package_loaded[modname]) then
error("'module' must be called at most once per require'd file", 2)
end
local M = setmetatable({}, module_mt)
package_loaded[modname] = M
-- change the environment of the function which called us:
setfenv(2, M)
module_gvlocali[modname] = { getnumlocals()+1 }
end
-- overridden 'error' that always passes a string to the base 'error'
local function our_error(errmsg, level)
if (type(errmsg) ~= "string") then
error("error using 'error': error message must be a string", 2)
end
if (level) then
if (type(level) ~= "number") then
error("error using 'error': error level must be a number", 2)
end
error(errmsg, level==0 and 0 or level+1)
end
error(errmsg, 2)
end
-- _G tweaks -- pull in only 'safe' stuff
local G_ = {} -- our soon-to-be global environment
G_.assert = assert
G_.error = our_error
G_.ipairs = ipairs
G_.pairs = pairs
G_.pcall = pcall
G_.print = print
G_.module = our_module
G_.next = next
G_.require = our_require
G_.select = select
G_.tostring = tostring
G_.tonumber = tonumber
G_.type = type
G_.unpack = unpack
G_.xpcall = xpcall
G_._VERSION = _VERSION
-- Available through our 'require':
-- bit, coroutine, math, string, table
-- Not available:
-- collectgarbage, debug, dofile, gcinfo (DEPRECATED), getfenv, getmetatable,
-- jit, load, loadfile, loadstring, newproxy (NOT STD?), package, rawequal,
-- rawget, rawset, setfenv, setmetatable
G_._G = G_
-- Chain together two functions taking 3 input args.
local function chain_func3(func1, func2)
if (func1==nil or func2==nil) then
return assert(func1 or func2)
end
-- Return a function that runs <func1> first and then tail-calls <func2>.
return function(aci, pli, dist)
func1(aci, pli, dist)
return func2(aci, pli, dist)
end
end
-- Determines the last numeric index of a table using *pairs*, so that in
-- arg-lists with "holes" (e.g. {1, 2, nil, function() end}) are handled
-- properly.
local function ourmaxn(tab)
local maxi = 0
for i in pairs(tab) do
if (type(i)=="number") then
maxi = math.max(i, maxi)
end
end
return maxi
end
-- Running for the very first time?
local g_firstRun = (ffiC.g_elCONSize == 0)
-- Actor functions, saved for actor chaining
local actor_funcs = {}
-- Event functions, saved for event chaining
local event_funcs = {}
-- Per-actor sprite animation callbacks
local animsprite_funcs = {}
local gameactor_internal = gameactor_internal -- included in lunatic.c
local gameevent_internal = gameevent_internal -- included in lunatic.c
local function animate_all_sprites()
for i=0,ffiC.spritesortcnt-1 do
local tspr = ffiC.tsprite[i]
if (tspr.owner < ffiC.MAXSPRITES+0ULL) then
local spr = tspr:getspr()
local animfunc = animsprite_funcs[spr.picnum]
if (animfunc) then
animfunc(tspr)
end
end
end
end
-- gameactor{tilenum [, flags [, strength [, action [, move [, movflags]]]]], func}
-- Every arg may be positional OR key=val (with the name indicated above as key),
-- but not both.
local function our_gameactor(args)
bcheck.top_level("gameactor")
if (type(args)~="table") then
error("invalid gameactor call: must be passed a table")
end
local tilenum = args[1]
if (type(tilenum) ~= "number") then
error("invalid argument #1 to gameactor: must be a number", 2)
end
if (not (tilenum >= 0 and tilenum < ffiC.MAXTILES)) then
error("invalid argument #1 to gameactor: must be a tile number [0..gv.MAXTILES-1]", 2)
end
local lastargi = ourmaxn(args)
local func = args[lastargi]
if (type(func) ~= "function") then
func = args.func
lastargi = 1/0
end
if (type(func) ~= "function") then
error("invalid gameactor call: must provide a function with last numeric arg or .func", 2)
end
local flags = (lastargi > 2 and args[2]) or args.flags or 0
if (type(flags) ~= "number") then
error("invalid 'flags' argument (#2) to gameactor: must be a number", 2)
end
local AF = actor.FLAGS
local chainflags = band(flags, AF._CHAIN_MASK_ACTOR)
flags = band(flags, BNOT.CHAIN_MASK_ACTOR)
-- Default chaining behavior: don't, replace the old actor instead, but
-- unlike CON, also replace its flags. (CON ORs them instead.)
if (chainflags == 0) then
chainflags = AF.replace_hard
elseif (band(chainflags, chainflags-1) ~= 0) then
error("invalid chaining control flags to gameactor", 2)
end
local replacep = (chainflags==AF.replace_soft or chainflags==AF.replace_hard)
if (not replacep and not actor_funcs[tilenum]) then
error("attempt to chain code to nonexistent actor tile "..tilenum, 2)
end
local flags_rbits = band(flags, BNOT.USER_MASK)
if (flags_rbits ~= 0) then
error("invalid 'flags' argument (#2) to gameactor: must not set reserved bits (0x"
..(bit.tohex(flags_rbits))..")", 2)
end
local strength = ((lastargi > 3 and args[3]) or args.strength) or (replacep and 0 or nil)
if (replacep or strength~=nil) then
if (type(strength) ~= "number") then
error("invalid 'strength' argument (#3) to gameactor: must be a number", 2)
end
end
local act = ((lastargi > 4 and args[4]) or args.action) or (replacep and literal_act[0] or nil)
if (replacep or act ~= nil) then
if (type(act)=="number" and (act==0 or act==1)) then
act = literal_act[act]
elseif (not ffi.istype(con_action_ct, act)) then
error("invalid 'action' argument (#4) to gameactor: must be an action", 2)
end
end
local mov = ((lastargi > 5 and args[5]) or args.move) or (replacep and literal_mov[0] or nil)
if (replacep or mov ~= nil) then
if (type(mov)=="number" and (mov==0 or mov==1)) then
mov = literal_mov[mov]
elseif (not ffi.istype(con_move_ct, mov)) then
error("invalid 'move' argument (#5) to gameactor: must be a move", 2)
end
end
local movflags = ((lastargi > 6 and args[6]) or args.movflags) or (replacep and 0 or nil)
if (replacep or movflags ~= nil) then
if (type(movflags) ~= "number") then
error("invalid 'movflags' argument (#6) to gameactor: must be a number", 2)
end
end
-- Register a potentially passed drawn sprite animation callback function.
-- TODO: allow registering without main actor execution callback.
local animfunc = args.animate
if (animfunc ~= nil) then
if (type(animfunc) ~= "function") then
error("invalid 'animate' argument to gameactor: must be a function", 2)
end
animsprite_funcs[tilenum] = replacep and func
or (chainflags==AF.chain_beg) and chain_func3(animfunc, animsprite_funcs[tilenum])
or (chainflags==AF.chain_end) and chain_func3(animsprite_funcs[tilenum], animfunc)
or assert(false)
-- Register our EVENT_ANIMATEALLSPRITES only now so that it is not
-- called if there are no 'animate' definitions.
gameevent_internal(95, animate_all_sprites) -- EVENT_ANIMATEALLSPRITES
end
-- All good, set the tile bits in initial run and register the actor!
-- XXX: Need to see if some other state living on the C side is clobbered
-- by Lua state recreation.
if (g_firstRun) then
-- NOTE: when chaining, this allows passing different flags which are
-- silently ORed. This may or may not be what the user intends, but it
-- allows e.g. adding a stayput bit to an already defined enemy.
-- Modifying existing behavior is the whole point of chaining after all.
-- When soft-replacing, bitwise OR too, emulating CON behavior.
local tile = ffiC.g_tile[tilenum]
tile._flags = (chainflags==AF.replace_hard) and flags or bit.bor(tile._flags, flags)
end
local newfunc = replacep and func
or (chainflags==AF.chain_beg) and chain_func3(func, actor_funcs[tilenum])
or (chainflags==AF.chain_end) and chain_func3(actor_funcs[tilenum], func)
or assert(false)
gameactor_internal(tilenum, strength, act, mov, movflags, newfunc)
actor_funcs[tilenum] = newfunc
end
-- gameevent{<event idx or string> [, flags], <event function>}
local function our_gameevent(args)
bcheck.top_level("gameevent")
if (type(args)~="table") then
error("invalid gameevent call: must be passed a table")
end
local event = args[1]
if (type(event) == "string") then
if (event:sub(1,6) ~= "EVENT_") then
event = "EVENT_"..event
end
local eventidx = con_lang.EVENT[event]
if (eventidx == nil) then
errorf(2, "gameevent: invalid event label %q", event)
end
event = eventidx
end
if (type(event) ~= "number") then
error("invalid argument #1 to gameevent: must be a number or event label", 2)
end
if (not (event >= 0 and event < con_lang.MAXEVENTS)) then
error("invalid argument #1 to gameevent: must be an event number (0 .. MAXEVENTS-1)", 2)
end
local AF = actor.FLAGS
-- Kind of CODEDUP from our_gameactor.
local lastargi = ourmaxn(args)
local func = args[lastargi]
if (type(func) ~= "function") then
func = args.func
lastargi = 1/0
end
if (type(func) ~= "function") then
error("invalid gameevent call: must provide a function with last numeric arg or .func", 2)
end
-- Event chaining: in Lunatic, chaining at the *end* is the default.
local flags = (lastargi > 2 and args[2]) or args.flags or AF.chain_end
if (type(flags) ~= "number") then
error("invalid 'flags' argument (#2) to gameevent: must be a number", 2)
end
if (band(flags, BNOT.CHAIN_MASK_EVENT) ~= 0) then
error("invalid 'flags' argument to gameevent: must not set reserved bits", 2)
end
local newfunc = (flags==AF.replace) and func
or (flags==AF.chain_beg) and chain_func3(func, event_funcs[event])
or (flags==AF.chain_end) and chain_func3(event_funcs[event], func)
or assert(false)
gameevent_internal(event, newfunc)
event_funcs[event] = newfunc
end
--- non-default data and functions
G_.gameevent = our_gameevent
G_.gameactor = our_gameactor
-- These come from above:
G_.player = player
G_.actor = actor
G_.projectile = projectile
G_.g_tile = g_tile
---=== Lunatic translator setup ===---
read_into_string = readintostr_mod -- for lunacon
local lunacon = require("lunacon")
local concode, lineinfo
--- Get Lua code for CON (+ mutator) code.
if (g_firstRun) then
-- Compiling CON for the first time.
local confn = { ffi.string(ffiC.G_ConFile()) }
local nummods = ffiC.g_scriptModulesNum
if (nummods > 0) then
assert(ffiC.g_scriptModules ~= nil)
for i=1,nummods do
confn[i+1] = ffi.string(ffiC.g_scriptModules[i-1])
end
end
concode, lineinfo = lunacon.compile(confn)
if (concode == nil) then
error("Failure compiling CON code, exiting.", 0)
end
assert(lineinfo)
-- Back up the translated code on the C side.
assert(type(concode)=="string")
ffiC.El_SetCON(concode)
else
-- CON was already compiled.
concode = ffi.string(ffiC.g_elCON, ffiC.g_elCONSize)
lineinfo = lunacon.get_lineinfo(concode)
end
if (ffiC._DEBUG_LUNATIC ~= 0) then
-- XXX: lineinfo of 2nd up time has one line less.
printf("CON line info has %d Lua lines", #lineinfo.llines)
end
do
-- Translate one Lua line number to a CON file name + line number
local function transline(lnum)
return string.format("%s:%d", lineinfo:getfline(tonumber(lnum)))
end
-- Register the function that tweaks an error message, looking out for
-- errors from CON and translating the line numbers.
local function tweak_traceback_msg(errmsg)
return errmsg:gsub('%[string "CON"%]:([0-9]+)', transline)
end
set_tweak_traceback_internal(tweak_traceback_msg)
end
-- XXX: May still be require'd from user code, we don't want that (at least not
-- under this name).
local CON_MODULE_NAME = "_CON\0"
-- Set up Lunatic gamevar serialization.
do
local savegame = require("savegame")
-- Callback for: const char *(int32_t *slenptr);
ffiC.El_SerializeGamevars = function(slenptr)
local sb = savegame.savebuffer()
-- Module name, module table, restore_local. See SAVEFUNC_ARGS.
sb:addraw("local N,M,F=...")
-- A local to temporarily hold module locals.
sb:addraw("local L")
-- XXX: System gamevars? Most of them ought to be saved with C data.
for modname, modvars in pairs(module_gamevars) do
sb:startmod(modname)
-- Handle global gamevars first.
for i=1,#modvars do
local varname = modvars[i]
-- Serialize gamevar named 'varname' from module named 'modname'.
-- XXX: May error. This will terminate EDuke32 since this callback
-- is run unprotected.
if (sb:add("M."..varname, package_loaded[modname][varname])) then
-- We couldn't serialize that gamevar.
slenptr[0] = -1
-- Signal which gamevar that was.
return (modname==CON_MODULE_NAME and "<CON>" or modname).."."..varname
end
end
local modthread = module_thread[modname]
if (modthread) then
-- Handle local gamevars.
local gvmodi = module_gvlocali[modname]
for li=gvmodi[1],gvmodi[2] do
-- Serialize local with index <li>. Get its value first.
local lname, lval = debug.getlocal(modthread, 1, li)
if (sb:add("L", lval)) then
-- We couldn't serialize that gamevar.
slenptr[0] = -1
return "local "..modname.."."..lname
end
-- Call restore_local.
sb:addrawf("F(%d,L)", li)
end
end
sb:endmod()
end
-- Get the whole code as a string.
local savecode = sb:getcode()
if (ffiC._DEBUG_LUNATIC ~= 0) then
-- Dump the code if Lunatic debugging is enabled and there is a
-- LUNATIC_SAVECODE_FN variable in the environment.
local os = require("os")
local fn = os.getenv("LUNATIC_SAVECODE_FN")
if (fn ~= nil) then
local io = require("io")
local f = io.open(fn, "w")
if (f ~= nil) then
f:write(savecode)
f:close()
printf("Wrote Lunatic gamevar restoration code to \"%s\".", fn)
end
end
end
-- Set the size of the code and return the code to C.
slenptr[0] = #savecode
return savecode
end
end
-- change the environment of this chunk to the table G_
-- NOTE: all references to global variables from this point on
-- (also in functions created after this point) refer to G_ !
setfenv(1, G_)
-- Print keys and values of a table.
local function printkv(label, table)
print("========== Keys and values of "..label.." ("..tostring(table)..")")
for k,v in pairs(table) do
print(k .. ": " .. tostring(v))
end
print("----------")
end
--printkv('_G AFTER SETFENV', _G)
---=== Restricted access to C variables from Lunatic ===---
-- error(..., 2) is to blame the caller and get its line numbers
-- Map of 'gv' variable names to C ones.
local varnameMap = {
gametic = "g_moveThingsCount",
RETURN = "g_RETURN",
}
gv_access.gametic = true
gv_access.RETURN = true
local tmpmt = {
__index = function(_, key)
if (gv_access[key] == nil) then
-- Read access allowed.
return ffiC[key]
elseif (type(gv_access[key])~="boolean") then
-- Overridden 'gv' pseudo-member...
return gv_access[key]
elseif (varnameMap[key]) then
-- Variable known under a different name on the C side.
return ffiC[varnameMap[key]]
end
error("access forbidden", 2)
end,
__newindex = function(_, key, val)
if (gv_access[key] == nil) then
-- Variables declared 'const' are handled by LuaJIT.
ffiC[key] = val
elseif (varnameMap[key]) then
ffiC[varnameMap[key]] = val
else
error("write access forbidden", 2)
end
end,
}
gv = setmtonce(gv_, tmpmt)
-- This will create 'sprite', 'wall', etc. HERE, i.e. in the environment of this chunk
defs_c.create_globals(_G)
-- REMOVE this for release
if (ffiC._DEBUG_LUNATIC ~= 0) then
local DBG_ = {}
DBG_.debug = require("debug")
DBG_.printkv = printkv
DBG_.loadstring = loadstring
DBG_.oom = function()
local s = "1"
for i=1,math.huge do
s = s..s
end
end
-- Test reading from all struct members
DBG_.testmembread = function()
for _1, sac in pairs { con_lang.StructAccessCode, con_lang.StructAccessCode2 } do
for what, labels in pairs(sac) do
if (what~="tspr") then
for _3, membaccode in pairs(labels) do
if (type(membaccode)=="table") then
membaccode = membaccode[1]
end
if (membaccode) then
local codestr = [[
do
local _bit,_math=require'bit',require'math'
local _band,_gv=_bit.band,gv
local tmp=]]..
membaccode:gsub("%%s","0").." end"
local code = assert(loadstring(codestr))
code()
end
end
end
end
end
end
allowed_modules._LUNATIC_DBG = DBG_
end
---=== Finishing environment setup ===---
--printkv('_G AFTER DECLS', _G)
-- PiL 14.2 continued
-- We need this at the end because we were previously doing just that!
setmetatable(
G_, {
__index = function (_, n)
error("attempt to read undeclared variable '"..n.."'", 2)
end,
__metatable = true,
})
local global_mt = {
__index = G_,
__newindex = function()
error("attempt to write into the global environment")
end,
__metatable = true,
}
-- Change the environment of the running Lua thread so that everything
-- what we've set up will be available when this chunk is left.
-- In particular, we need the globals defined after setting this chunk's
-- environment earlier.
setfenv(0, setmetatable({}, global_mt))
do
-- If we're running from a savegame restoration, create the restoration
-- function. Must be here, after the above setfenv(), because it must be
-- created in this protected ('user') context!
local cstr = ffiC.g_elSavecode
if (cstr~=nil) then
local restorecode = ffi.string(cstr)
ffiC.El_FreeSaveCode()
g_restorefunc = assert(loadstring(restorecode))
end
end
-- Run the CON code translated into Lua.
if (concode) then
local confunc, conerrmsg = loadstring(concode, "CON")
if (confunc == nil) then
error("Failure loading translated CON code: "..conerrmsg, 0)
end
-- Emulate our 'require' for the CON module when running it, for
-- our_module() which is called from the generated Lua code.
table.insert(modname_stack, CON_MODULE_NAME)
local conlabels, conaction, conmove, conai = confunc()
table.remove(modname_stack)
local function protect_con_table(tab)
return setmtonce({}, { __index=tab, __newindex=basemod_newidx })
end
-- Set up CON.* modules, providing access to diffenrent kinds of labels
-- defined in CON from Lua. See CONCODE_RETURN in lunacon.lua.
allowed_modules["CON.DEFS"] = protect_con_table(conlabels)
allowed_modules["CON.ACTION"] = protect_con_table(conaction)
allowed_modules["CON.MOVE"] = protect_con_table(conmove)
allowed_modules["CON.AI"] = protect_con_table(conai)
-- Propagate potentially remapped defines to the control module.
con._setuplabels(conlabels)
end
-- When starting a map, load Lua modules given on the command line.
if (not g_firstRun) then
local i=0
while (ffiC.g_elModules[i] ~= nil) do
-- Get the module name and strip the trailing extension.
local modname = ffi.string(ffiC.g_elModules[i]):gsub("%.lua$","")
if (modname:find("%.")) then
-- Because they will be replaced by dirseps in our_require().
error("Dots are not permitted in module names", 0)
end
-- Allow forward slashes in module names from the cmdline.
our_require((modname:gsub("%.lua$",""):gsub("/",".")))
i = i+1
end
end