-- 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 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 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]= forbids, [key]= 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 ---- ffi.cdef([[ enum dukeinv_t { ]].. "GET_"..table.concat(INV_NAMES, ",GET_") ..[[, GET_MAX }; enum dukeweapon_t { ]].. table.concat(WEAPON_NAMES, "_WEAPON,").."_WEAPON," ..[[ MAX_WEAPONS }; enum { MAXPLAYERS = 16, }; ]]) 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("int32_t", "SBit32") -- 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 = [[ __attribute__((packed)) struct { const int32_t t_data[10]; // 56b sometimes used to hold offsets to con code const struct move mv; const struct action ac; const int16_t _padding[1]; ]]..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; int16_t _movflag,tempang,timetosleep; //6b int16_t actorstayput; const int16_t dispicnum; int16_t shootzvel, cgg; const int16_t lightId, lightcount, lightmaxrange; 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 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 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 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 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 int16_t dummyplayersprite; int16_t extra_extra8; int16_t actorsqu, timebeforeexit; const 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

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 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 int8_t last_weapon; int8_t cheat_phase, weapon_pos; const int8_t wantweaponfire; const int8_t curr_weapon; uint8_t palette; palette_t _pals; // 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; int16_t sound, isound, vel; const int16_t decal, trail; int16_t tnum, drop; int16_t offset, bounces, 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[6]; } ]] -- KEEPINSYNC weapondata_mt below. local WEAPONDATA_STRUCT = "struct {"..table.concat(con_lang.wdata_members, ';').."; }" local randgen = require("randgen") local geom = require("geom") 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] = true if setting <0 allowed local DukePlayer_prot_chkfunc = {} -- [] = 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 handle protected scalars like "const ..." 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 { uint32_t bits; // 4b 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; } 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 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; ]]) -- EXTERNALLY EXPOSED GAME VARIABLES ffi.cdef[[ const int32_t screenpeek; hudweapon_t hudweap; int32_t g_logoFlags; int32_t g_RETURN; // deprecated from Lua ]] -- INTERNAL VARIABLES/FUNCTIONS decl("map_t MapInfo[$*$];", con_lang.MAXVOLUMES+1, con_lang.MAXLEVELS) decl[[ int32_t g_elCONSize; char *g_elCON; void El_SetCON(const char *conluacode); 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_t g_playerWeapon[MAXPLAYERS][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 remapping: struct { const char *str; int32_t *dynvalptr; const int16_t staticval; } g_dynTileList[]; char *ScriptQuotes[]; const int32_t playerswhenstarted; int32_t lastvisinc; 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; 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); 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=0,8 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, } -- 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.chain_beg = 0x20000000 our_SFLAG.chain_end = 0x40000000 our_SFLAG._CHAIN_MASK = 0x78000000 -- 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) end -- Delete sprite with index . -- TODO: make this (also?) sprite.delete() even though it's game-side? 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 = bit.bnot(actor.FLAGS._CHAIN_MASK), } 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 MV, AC, AI = con.MV, con.AC, con.AI -- Add game-side metamethods to "spritetype" and register it with "metatype" local spr_mt_index_add = { isenemy = function(s) return con.isenemytile(s.picnum) end, } defs_c.finish_spritetype(spr_mt_index_add) -- All-zero action and move local nullac, nullmv = ffi.new("const struct action"), ffi.new("const struct move") local function check_literal_am(am, typename) if (type(am) ~= "number") then error("bad argument: expected number or "..typename, 3) end 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))) local weapondata_ptr_ct = ffi.typeof("$ *", ffi.typeof((strip_const(WEAPONDATA_STRUCT):gsub(" _"," ")))) local con_action_ct = ffi.typeof("con_action_t") local con_move_ct = ffi.typeof("con_move_t") local con_ai_ct = ffi.typeof("con_ai_t") 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 (type(act)=="string") then act = AC[act]; end -- TODO: disallow passing the FFI types altogether, in favor of -- strings (also move, ai)? 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 (type(act)=="string") then act = AC[act]; end 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, -- move set_move = function(a, mov, movflags) a = ffi.cast(actor_ptr_ct, a) if (type(mov)=="string") then mov = MV[mov]; end 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 local i = get_actor_idx(a) ffiC.sprite[i].hitag = movflags or 0 -- TODO: random angle moveflag end, has_move = function(a, mov) a = ffi.cast(actor_ptr_ct, a) if (type(mov)=="string") then mov = MV[mov]; end 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, -- ai set_ai = function(a, ai) local oa = a a = ffi.cast(actor_ptr_ct, a) if (type(ai)=="string") then ai = AI[ai]; end -- 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 a.t_data[5] = ai.id oa:set_action(ai.act) oa:set_move(ai.mov, ai.movflags) a.t_data[0] = 0 end, has_ai = function(a, ai) a = ffi.cast(actor_ptr_ct, a) if (type(ai)=="string") then ai = AI[ai]; end 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. -- TODO: make a bcarray instead. get_t_data = function(a, idx) if (idx >= 10ULL) 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 (idx >= 10ULL) 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, }, } 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 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) if (string.match(member, "sound")) then if (val < 0) then val = 0 -- Set to 0 if oob (e.g. CrackDown). else check_sound_idx(val) end 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 end ffi.cast(weapondata_ptr_ct, wd)[0][member] = val end, } ffi.metatype("weapondata_t", weapondata_mt) local weaponaccess_mt = { -- Make syntax like "player[0].weapon.KNEE.shoots" possible __index = function(wa, key) if (type(key)=="number") then check_weapon_idx(key) return ffiC.g_playerWeapon[wa._p][key] end -- TODO: use bcarray? return ffiC.g_playerWeapon[wa._p][ffiC[key.."_WEAPON"]] end, } ffi.metatype("weaponaccess_t", weaponaccess_mt) 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, have_weapon = function(p, weap) return (bit.band(p.gotweapon, bit.lshift(1, weap)) ~= 0) end, give_weapon = function(p, weap) p.gotweapon = bit.bor(p.gotweapon, bit.lshift(1, weap)) end, take_weapon = function(p, weap) p.gotweapon = bit.band(p.gotweapon, bit.bnot(bit.lshift(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, -- XXX: is the correct spelling "whack"? wack = 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-bit.band(ffiC.krand(),255), 1) p.rotscrnang = n p.look_ang = n end, --- Not fully specified, off-limits to users. Might disappear, change --- signature, etc... -- TODO: need to think about external API: 0-255 based? 0-1 based? _palfrom = function(p, f, r,g,b) local pals = p._pals pals.f = f pals.r, pals.g, pals.b = r, g, b 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) return function(self, picnum) if (not (picnum < 0)) then check_tile_idx(picnum) end ffi.cast(projectile_ptr_ct, self)[Member] = picnum end end local projectile_mt = { __index = { set_spawns = GenProjectileSetFunc "spawns", set_decal = GenProjectileSetFunc "decal", set_trail = GenProjectileSetFunc "trail", }, } 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; }" 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 (id >= MAXUNIQHUDID+0ULL) 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.currentRenderMode() -- TODO: USE_OPENGL=0 build return ffiC.rendmode 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_.gethitickms()*0.001 end, }, randgen = randgen, geom = geom, stat = require("stat"), bitar = require("bitar"), xmath = require("xmath"), con = con, } -- Protect base modules. do local function basemodule_newindex() error("modifying base module table forbidden", 2) end for modname, themodule in pairs(allowed_modules) do local mt = { __index = themodule, __newindex = basemodule_newindex, } allowed_modules[modname] = setmtonce({}, mt) end end ---=== Module stuff ===--- local package_loaded = {} -- [] = false/true/table local modname_stack = {} -- []=string local module_gamevars = {} -- [] = { , , ... } 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 required_module_mt = { __newindex = function() -- TODO: allow gamevars to be nil? error("modifying module table forbidden", 2) end, __metatable = true, } -- 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 -- 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] = name if (ffiC._DEBUG_LUNATIC ~= 0) then printf("MODULE %s GAMEVAR %s", thismodname, name) end end module_gamevars[thismodname] = gvnames return end -- See whether it's a base module name. if (allowed_modules[modname] ~= nil) then return allowed_modules[modname] end --- Search user modules... 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 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! modfunc(modname, ...) -- TODO: call protected and report errors here later table.remove(modname_stack) local modtab = package_loaded[modname] if (type(modtab) == "table") then -- Protect module table if there is one... setmetatable(modtab, required_module_mt) else package_loaded[modname] = true end return modtab end local module_mt = { __index = function (_, n) error("attempt to read undeclared variable '"..n.."'", 2) end, } -- 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 (type(package_loaded[modname])=="table") 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) 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 first and then tail-calls . return function(aci, pli, dist) func1(aci, pli, dist) return func2(aci, pli, dist) end end -- Running for the very first time? local g_firstRun = (ffiC.g_elCONSize == 0) -- Actor functions, saved for actor chaining local actor_funcs = {} local gameactor_internal = gameactor_internal -- included in lunatic.c -- gameactor(tilenum [, flags [, strength [, act [, mov [, movflags]]]]], actor_func) local function our_gameactor(tilenum, ...) bcheck.top_level("gameactor") if (type(tilenum) ~= "number") then error("invalid argument #1 to gameactor: must be a number", 2) end if (tilenum >= ffiC.MAXTILES+0ULL) then error("invalid argument #1 to gameactor: must be a tile number [0..gv.MAXTILES-1]", 2) end local args = {...} -- Number of varargs; args may have nil's in the middle! local numargs = select('#', ...) if (numargs == 0) then error("invalid call to gameactor: must have at least two arguments (tilenum, func)", 2) end if (numargs >= 7) then -- sic, because tilenum isn't counted! error("invalid call to gameactor: must have at most 7 arguments", 2) end if (type(args[numargs]) ~= "function") then error("invalid last argument to gameactor: must be a function", 2) end local flags = (numargs > 1) and args[1] or 0 if (type(flags) ~= "number") then error("invalid 'flags' argument to gameactor: must be a number", 2) end local AF = actor.FLAGS local chainflags = bit.band(flags, AF._CHAIN_MASK) flags = bit.band(flags, BNOT.CHAIN_MASK) -- 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 (bit.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 = bit.band(flags, BNOT.USER_MASK) if (flags_rbits ~= 0) then error("invalid 'flags' argument to gameactor: must not set reserved bits (0x" ..(bit.tohex(flags_rbits))..")", 2) end local strength = (numargs > 2) and args[2] or (replacep and 0 or nil) if (replacep or strength~=nil) then if (type(strength) ~= "number") then error("invalid 'strength' argument to gameactor: must be a number", 2) end end -- TODO: literal number action other than 0? local act = (numargs > 3) and args[3] or (replacep and "NO" or nil) if (replacep or act ~= nil) then if (type(act)=="string") then act = AC[act] end if (not ffi.istype(con_action_ct, act)) then error("invalid 'act' argument to gameactor: must be a string or action", 2) end end -- TODO: literal number move other than 0? local mov = (numargs > 4) and args[4] or (replacep and "NO" or nil) if (replacep or mov ~= nil) then if (type(mov)=="string") then mov = MV[mov] end if (not ffi.istype(con_move_ct, mov)) then error("invalid 'mov' argument to gameactor: must be a string or move", 2) end end local movflags = (numargs > 5) and args[5] or (replacep and 0 or nil) if (replacep or movflags ~= nil) then if (type(movflags) ~= "number") then error("invalid 'movflags' argument to gameactor: must be a number", 2) end 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 func = args[numargs] 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 -- Event functions, saved for event chaining local event_funcs = {} local gameevent_internal = gameevent_internal -- included in lunatic.c -- gameevent( [, flags], ) local function our_gameevent(event, flags, func) if (ffiC.g_elCallDepth > 0) then error("Invalid use of gameevent: must be called from top level", 2) end 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 (event >= con_lang.MAXEVENTS+0ULL) then error("invalid argument #1 to gameevent: must be an event number (0 .. MAXEVENTS-1)", 2) end local AF = actor.FLAGS -- Event chaining: in Lunatic, chaining at the *end* is the default. if (func==nil) then func = flags flags = AF.chain_end else if (type(flags) ~= "number") then error("invalid 'flags' argument to gameevent: must be a number", 2) end if (bit.band(flags, BNOT.CHAIN_MASK) ~= 0) then error("invalid 'flags' argument to gameevent: must not set reserved bits", 2) end if (flags == 0) then flags = AF.chain_end end end if (type(func) ~= "function") then error("invalid last argument to gameevent: must be a function", 2) end local newfunc = replacep 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() sb:addraw("local M") -- XXX: System gamevars? for modname, modvars in pairs(module_gamevars) do sb:addrawf("M=require%q", modname) 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 "" or modname).."."..varname end end 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 local tmpmt = { __index = function(_, key) if (gv_access[key] == nil) then return ffiC[key] end if (type(gv_access[key])~="boolean") then -- overridden... return gv_access[key] end error("access forbidden", 2) end, __newindex = function(_, key, val) if (gv_access[key] == nil) then -- Read-only vars handled by LuaJIT. ffiC[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 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 function DBG_.testmembread() 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 ---=== 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_, { __newindex = function (_1, n, _2) error("attempt to write to undeclared variable '"..n.."'", 2) end, __index = function (_, n) error("attempt to read undeclared variable '"..n.."'", 2) 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, _G) -- 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 package_loaded[CON_MODULE_NAME] = confunc() module_gamevars[CON_MODULE_NAME] = { "A", "V" } -- See CON_GAMEVARS is lunacon.lua. 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 local modname = ffi.string(ffiC.g_elModules[i]) our_require((modname:gsub("%.lua$",""))) i = i+1 end end