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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name script.cpp - The configuration language. */
//
// (c) Copyright 1998-2008 by Lutz Sammer, Jimmy Salmon and Joris Dauphin.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <string.h>
#include <signal.h>
#include "stratagus.h"
#include "unittype.h"
#include "iolib.h"
#include "iocompat.h"
#include "script.h"
#include "missile.h"
#include "upgrade.h"
#include "construct.h"
#include "map.h"
#include "ui.h"
#include "interface.h"
#include "ai.h"
#include "trigger.h"
#include "editor.h"
#include "sound.h"
#include "netconnect.h"
#include "network.h"
#include "spells.h"
#include "actions.h"
#include "video.h"
#include "upgrade_structs.h"
#include "player.h"
#include "replay.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
lua_State *Lua; /// Structure to work with lua files.
std::string CclStartFile; /// CCL start file
std::string UserDirectory;
int CclInConfigFile; /// True while config file parsing
bool SaveGameLoading; /// If a Saved Game is Loading
std::string CurrentLuaFile; /// Lua file currently being interpreted
int NoRandomPlacementMultiplayer = 0; /// Disable the random placement of players in muliplayer mode
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** FIXME: docu
*/
static void lstop(lua_State *l, lua_Debug *ar)
{
(void)ar; // unused arg.
lua_sethook(l, NULL, 0, 0);
luaL_error(l, "interrupted!");
}
/**
** FIXME: docu
*/
static void laction(int i)
{
// if another SIGINT happens before lstop,
// terminate process (default action)
signal(i, SIG_DFL);
lua_sethook(Lua, lstop, LUA_MASKCALL | LUA_MASKRET | LUA_MASKCOUNT, 1);
}
/**
** Print error message and possibly exit.
**
** @param pname Source of the error.
** @param msg error message to print.
** @param exit exit the program
*/
static void l_message(const char *pname, const char *msg, bool exit)
{
if (pname) {
fprintf(stderr, "%s: ", pname);
}
fprintf(stderr, "%s\n", msg);
if (exit) {
::exit(1);
}
}
/**
** Check error status, and print error message and exit
** if status is different of 0.
**
** @param status status of the last lua call. (0: success)
** @param exitOnError exit the program on error
**
** @return 0 in success, else exit.
*/
static int report(int status, bool exitOnError)
{
const char *msg;
if (status) {
msg = lua_tostring(Lua, -1);
if (msg == NULL) {
msg = "(error with no message)";
}
l_message(NULL, msg, exitOnError);
lua_pop(Lua, 1);
}
return status;
}
/**
** Gets a backtrace of the Lua call stack, by calling the
** debug.traceback function.
**
** @return Number of return values in the Lua stack; always 1.
**
** @par Parameters in the Lua stack:
** @li message (string) The error message last thrown.
**
** @par Return values in the Lua stack:
** @li trace (string) Stack backtrace, with @a message prepended.
*/
int luatraceback(lua_State *L)
{
lua_pushliteral(L, "debug");
lua_gettable(L, LUA_GLOBALSINDEX);
if (!lua_istable(L, -1)) {
lua_pop(L, 1);
return 1;
}
lua_pushliteral(L, "traceback");
lua_gettable(L, -2);
if (!lua_isfunction(L, -1)) {
lua_pop(L, 2);
return 1;
}
lua_pushvalue(L, 1); // pass error message
lua_pushnumber(L, 2); // skip this function and traceback
lua_call(L, 2, 1); // call debug.traceback
return 1;
}
/**
** Call a lua function
**
** @param narg Number of arguments
** @param clear Clear the return value(s)
** @param exitOnError Exit the program when an error occurs
**
** @return 0 in success, else exit.
*/
int LuaCall(int narg, int clear, bool exitOnError)
{
int status;
int base;
base = lua_gettop(Lua) - narg; // function index
lua_pushcfunction(Lua, luatraceback); // push traceback function
lua_insert(Lua, base); // put it under chunk and args
signal(SIGINT, laction);
status = lua_pcall(Lua, narg, (clear ? 0 : LUA_MULTRET), base);
signal(SIGINT, SIG_DFL);
lua_remove(Lua, base); // remove traceback function
return report(status, exitOnError);
}
/**
** Load a file into a buffer
*/
static void LuaLoadBuffer(const std::string &file, std::string &buffer)
{
CFile fp;
int size;
int oldsize;
int location;
int read;
char *buf;
buffer.clear();
if (fp.open(file.c_str(), CL_OPEN_READ) == -1) {
fprintf(stderr, "Can't open file '%s': %s\n",
file.c_str(), strerror(errno));
return;
}
size = 10000;
buf = new char[size];
if (!buf) {
fprintf(stderr, "Out of memory\n");
ExitFatal(-1);
}
location = 0;
for (;;) {
read = fp.read(&buf[location], size - location);
if (read != size - location) {
location += read;
break;
}
location += read;
oldsize = size;
size = size * 2;
char *newb = new char[size];
if (!newb) {
fprintf(stderr, "Out of memory\n");
ExitFatal(-1);
}
memcpy(newb, buf, oldsize);
delete[] buf;
buf = newb;
}
fp.close();
buffer.assign(buf, location);
delete[] buf;
}
/**
** Load a file and execute it
**
** @param file File to load and execute
**
** @return 0 for success, else exit.
*/
int LuaLoadFile(const std::string &file)
{
int status;
std::string PreviousLuaFile;
std::string buf;
PreviousLuaFile = CurrentLuaFile;
CurrentLuaFile = file;
LuaLoadBuffer(file, buf);
if (buf.empty()) {
return -1;
}
// "@" at the beginning of the chunk name makes Lua format
// it as a file name in backtraces.
if (!(status = luaL_loadbuffer(Lua, buf.c_str(), buf.size(),
('@' + file).c_str()))) {
LuaCall(0, 1);
} else {
report(status, true);
}
CurrentLuaFile = PreviousLuaFile;
return status;
}
/**
** Get the directory of the current lua file
*/
static int CclGetCurrentLuaPath(lua_State *l)
{
LuaCheckArgs(l, 0);
std::string path = CurrentLuaFile;
size_t index = path.rfind('/');
if (index != std::string::npos) {
path = path.substr(0, index);
lua_pushstring(l, path.c_str());
} else {
lua_pushstring(l, "");
}
return 1;
}
/**
** Save preferences
**
** @param l Lua state.
*/
static int CclSavePreferences(lua_State *l)
{
LuaCheckArgs(l, 0);
SavePreferences();
return 0;
}
/**
** Load a file and execute it.
**
** @param l Lua state.
**
** @return 0 in success, else exit.
*/
static int CclLoad(lua_State *l)
{
char buf[1024];
LuaCheckArgs(l, 1);
LibraryFileName(LuaToString(l, 1), buf, sizeof(buf));
if (LuaLoadFile(buf) == -1) {
DebugPrint("Load failed: %s\n" _C_ LuaToString(l, 1));
}
return 0;
}
/**
** Load a file into a buffer and return it.
**
** @param l Lua state.
**
** @return buffer or nil on failure
*/
static int CclLoadBuffer(lua_State *l)
{
char file[1024];
std::string buf;
LuaCheckArgs(l, 1);
LibraryFileName(LuaToString(l, 1), file, sizeof(file));
LuaLoadBuffer(file, buf);
if (!buf.empty()) {
lua_pushstring(l, buf.c_str());
return 1;
}
return 0;
}
/**
** Load the SavedGameInfo Header
**
** @param l Lua state.
*/
static int CclSavedGameInfo(lua_State *l)
{
const char *value;
LuaCheckArgs(l, 1);
LuaCheckTable(l, 1);
lua_pushnil(l);
while (lua_next(l, 1)) {
value = LuaToString(l, -2);
if (!strcmp(value, "SaveFile")) {
if (strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), LuaToString(l, -1)) != 0) {
LuaError(l, "SaveFile too long");
}
std::string buf = StratagusLibPath;
buf += "/";
buf += LuaToString(l, -1);
if (LuaLoadFile(buf) == -1) {
DebugPrint("Load failed: %s\n" _C_ value);
}
} else if (!strcmp(value, "SyncHash")) {
SyncHash = LuaToNumber(l, -1);
} else if (!strcmp(value, "SyncRandSeed")) {
SyncRandSeed = LuaToNumber(l, -1);
} else {
LuaError(l, "Unsupported tag: %s" _C_ value);
}
lua_pop(l, 1);
}
return 0;
}
/**
** Convert lua string to char*.
** It also checks the type and exits in case of error.
**
** @note char* could be invalidated with lua garbage collector.
**
** @param l Lua state.
** @param index Argument number.
**
** @return char* from lua.
*/
const char *LuaToString(lua_State *l, int index)
{
luaL_checktype(l, index, LUA_TSTRING);
return lua_tostring(l, index);
}
/**
** Convert lua string in a table to char*.
** It also checks the type and exits in case of error.
**
** @note char* could be invalidated with lua garbage collector.
**
** @param l Lua state.
** @param tableIndex Index number of the table.
** @param stringIndex Index number of the string in the table.
**
** @return char* from lua.
*/
const char *LuaToString(lua_State *l, int tableIndex, int stringIndex)
{
const char *str;
lua_rawgeti(l, tableIndex, stringIndex);
luaL_checktype(l, -1, LUA_TSTRING);
str = lua_tostring(l, -1);
lua_pop(l, 1);
return str;
}
/**
** Convert lua number to int.
** It also checks the type and exits in case of error.
**
** @param l Lua state.
** @param index Argument number.
**
** @return int from lua.
*/
int LuaToNumber(lua_State *l, int index)
{
luaL_checktype(l, index, LUA_TNUMBER);
return static_cast<int>(lua_tonumber(l, index));
}
/**
** Convert lua number in a table to int.
** It also checks the type and exits in case of error.
**
** @param l Lua state.
** @param tableIndex Index number of the table
** @param numberIndex Index number of the string in the table.
**
** @return int from lua.
*/
int LuaToNumber(lua_State *l, int tableIndex, int numberIndex)
{
int num;
lua_rawgeti(l, tableIndex, numberIndex);
luaL_checktype(l, -1, LUA_TNUMBER);
num = static_cast<int>(lua_tonumber(l, -1));
lua_pop(l, 1);
return num;
}
/**
** Convert lua boolean to bool.
** It also checks the type and exits in case of error.
**
** @param l Lua state.
** @param index Argument number.
**
** @return 1 for true, 0 for false from lua.
*/
bool LuaToBoolean(lua_State *l, int index)
{
luaL_checktype(l, index, LUA_TBOOLEAN);
return lua_toboolean(l, index) != 0;
}
/**
** Perform CCL garbage collection
**
** @param fast set this flag to disable slow GC (during game)
*/
void CclGarbageCollect(int fast)
{
DebugPrint("Garbage collect (before): %d\n" _C_
lua_gc(Lua, LUA_GCCOUNT, 0));
lua_gc(Lua, LUA_GCCOLLECT, 0);
DebugPrint("Garbage collect (after): %d\n" _C_
lua_gc(Lua, LUA_GCCOUNT, 0));
}
/*............................................................................
.. Config
............................................................................*/
/**
** Return the stratagus library path.
**
** @param l Lua state.
**
** @return Current libray path.
*/
static int CclStratagusLibraryPath(lua_State *l)
{
lua_pushstring(l, StratagusLibPath.c_str());
return 1;
}
/**
** Return a table with the filtered items found in the subdirectory.
*/
static int CclFilteredListDirectory(lua_State *l, int type, int mask)
{
char directory[256];
const char *userdir;
std::vector<FileList> flp;
int n;
int i;
int j;
int pathtype;
LuaCheckArgs(l, 1);
userdir = lua_tostring(l, 1);
n = strlen(userdir);
pathtype = 0; // path relative to stratagus dir
if (n > 0 && *userdir == '~') {
// path relative to user preferences directory
pathtype = 1;
}
// security: disallow all special characters
if (strpbrk(userdir, ":*?\"<>|") != 0 || strstr(userdir, "..") != 0) {
LuaError(l, "Forbidden directory");
}
if (pathtype == 1) {
++userdir;
sprintf_s(directory, sizeof(directory), "%s/%s", UserDirectory.c_str(), userdir);
} else {
sprintf_s(directory, sizeof(directory), "%s/%s", StratagusLibPath.c_str(), userdir);
}
lua_pop(l, 1);
lua_newtable(l);
n = ReadDataDirectory(directory, NULL, flp);
for (i = 0, j = 0; i < n; ++i) {
if ((flp[i].type & mask) == type) {
lua_pushnumber(l, j + 1);
lua_pushstring(l, flp[i].name);
lua_settable(l, 1);
++j;
}
delete[] flp[i].name;
}
return 1;
}
/**
** Return a table with the files or directories found in the subdirectory.
*/
static int CclListDirectory(lua_State *l)
{
return CclFilteredListDirectory(l, 0, 0);
}
/**
** Return a table with the files found in the subdirectory.
*/
static int CclListFilesInDirectory(lua_State *l)
{
return CclFilteredListDirectory(l, 0x1, 0x1);
}
/**
** Return a table with the files found in the subdirectory.
*/
static int CclListDirsInDirectory(lua_State *l)
{
return CclFilteredListDirectory(l, 0x0, 0x1);
}
/**
** Set the local player name
**
** @param l Lua state.
*/
static int CclSetLocalPlayerName(lua_State *l)
{
LuaCheckArgs(l, 1);
LocalPlayerName = LuaToString(l, 1);
return 0;
}
/**
** Get the local player name
**
** @param l Lua state.
*/
static int CclGetLocalPlayerName(lua_State *l)
{
LuaCheckArgs(l, 0);
lua_pushstring(l, LocalPlayerName.c_str());
return 1;
}
/**
** Removes Randomization of Player position in Multiplayer mode
**
** @param l Lua state.
*/
static int CclNoRandomPlacementMultiplayer(lua_State *l)
{
LuaCheckArgs(l, 0);
NoRandomPlacementMultiplayer = 1;
return 0;
}
/**
** Set God mode.
**
** @param l Lua state.
*/
static int CclSetGodMode(lua_State *l)
{
LuaCheckArgs(l, 1);
GodMode = LuaToBoolean(l, 1);
return 0;
}
/**
** Get God mode.
**
** @param l Lua state.
**
** @return God mode.
*/
static int CclGetGodMode(lua_State *l)
{
LuaCheckArgs(l, 0);
lua_pushboolean(l, GodMode);
return 1;
}
/**
** Set building speed.
**
** @param l Lua state.
*/
static int CclSetSpeedBuild(lua_State *l)
{
LuaCheckArgs(l, 1);
SpeedBuild = LuaToNumber(l, 1);
return 0;
}
/**
** Get building speed.
**
** @param l Lua state.
**
** @return Building speed.
*/
static int CclGetSpeedBuild(lua_State *l)
{
LuaCheckArgs(l, 0);
lua_pushnumber(l, SpeedBuild);
return 1;
}
/**
** Set training speed.
**
** @param l Lua state.
*/
static int CclSetSpeedTrain(lua_State *l)
{
LuaCheckArgs(l, 1);
SpeedTrain = LuaToNumber(l, 1);
return 0;
}
/**
** Get training speed.
**
** @param l Lua state.
**
** @return Training speed.
*/
static int CclGetSpeedTrain(lua_State *l)
{
LuaCheckArgs(l, 0);
lua_pushnumber(l, SpeedTrain);
return 1;
}
/**
** For debug increase all speeds.
**
** @param l Lua state.
*/
static int CclSetSpeeds(lua_State *l)
{
LuaCheckArgs(l, 1);
SpeedBuild = SpeedTrain = LuaToNumber(l, 1);
return 0;
}
/**
** Define default names for the resources.
**
** @param l Lua state.
*/
static int CclDefineDefaultResourceNames(lua_State *l)
{
int i;
int args;
for (i = 0; i < MaxCosts; ++i) {
DefaultResourceNames[i].clear();
}
args = lua_gettop(l);
for (i = 0; i < MaxCosts && i < args; ++i) {
DefaultResourceNames[i] = LuaToString(l, i + 1);
}
return 0;
}
/**
** Define default names for the resources.
**
** @param l Lua state.
*/
static int CclDefineDefaultDisplayResourceNames(lua_State *l)
{
int i;
int args;
for (i = 0; i < MaxCosts; ++i) {
DefaultDisplayResourceNames[i].clear();
}
args = lua_gettop(l);
for (i = 0; i < MaxCosts && i < args; ++i) {
DefaultDisplayResourceNames[i] = LuaToString(l, i + 1);
}
return 0;
}
/**
** Compiled with sound.
**
** @param l Lua state.
*/
static int CclGetCompileFeature(lua_State *l)
{
const char *str;
LuaCheckArgs(l, 1);
str = LuaToString(l, 1);
if (CompileOptions.find(str) != std::string::npos) {
lua_pushboolean(l, 1);
} else {
lua_pushboolean(l, 0);
}
return 1;
}
/*............................................................................
.. Commands
............................................................................*/
/**
** Send command to ccl.
**
** @param command Zero terminated command string.
** @param exitOnError Exit if an error occurs.
*/
int CclCommand(const std::string &command, bool exitOnError)
{
int status;
if (!(status = luaL_loadbuffer(Lua, command.c_str(), command.size(), command.c_str()))) {
LuaCall(0, 1, exitOnError);
} else {
report(status, exitOnError);
}
return status;
}
/*............................................................................
.. Setup
............................................................................*/
extern int tolua_stratagus_open(lua_State *tolua_S);
/**
** Initialize Lua
*/
static void InitLua()
{
// For security we don't load all libs
static const luaL_Reg lualibs[] = {
{"", luaopen_base},
// {LUA_LOADLIBNAME, luaopen_package},
{LUA_TABLIBNAME, luaopen_table},
// {LUA_IOLIBNAME, luaopen_io},
// {LUA_OSLIBNAME, luaopen_os},
{LUA_STRLIBNAME, luaopen_string},
{LUA_MATHLIBNAME, luaopen_math},
{LUA_DBLIBNAME, luaopen_debug},
{NULL, NULL}
};
Lua = luaL_newstate();
for (const luaL_Reg *lib = lualibs; lib->func; ++lib) {
lua_pushcfunction(Lua, lib->func);
lua_pushstring(Lua, lib->name);
lua_call(Lua, 1, 0);
}
tolua_stratagus_open(Lua);
lua_settop(Lua, 0); // discard any results
}
/**
** Initialize ccl and load the config file(s).
*/
void InitCcl(void)
{
InitLua();
lua_register(Lua, "CompileFeature", CclGetCompileFeature);
lua_register(Lua, "LibraryPath", CclStratagusLibraryPath);
lua_register(Lua, "ListDirectory", CclListDirectory);
lua_register(Lua, "ListFilesInDirectory", CclListFilesInDirectory);
lua_register(Lua, "ListDirsInDirectory", CclListDirsInDirectory);
lua_register(Lua, "SetLocalPlayerName", CclSetLocalPlayerName);
lua_register(Lua, "GetLocalPlayerName", CclGetLocalPlayerName);
lua_register(Lua, "SetGodMode", CclSetGodMode);
lua_register(Lua, "GetGodMode", CclGetGodMode);
lua_register(Lua, "SetSpeedBuild", CclSetSpeedBuild);
lua_register(Lua, "GetSpeedBuild", CclGetSpeedBuild);
lua_register(Lua, "SetSpeedTrain", CclSetSpeedTrain);
lua_register(Lua, "GetSpeedTrain", CclGetSpeedTrain);
lua_register(Lua, "SetSpeeds", CclSetSpeeds);
lua_register(Lua, "DefineDefaultResourceNames", CclDefineDefaultResourceNames);
lua_register(Lua, "DefineDefaultDisplayResourceNames", CclDefineDefaultDisplayResourceNames);
lua_register(Lua, "NoRandomPlacementMultiplayer", CclNoRandomPlacementMultiplayer);
lua_register(Lua, "SavePreferences", CclSavePreferences);
lua_register(Lua, "Load", CclLoad);
lua_register(Lua, "LoadBuffer", CclLoadBuffer);
lua_register(Lua, "GetCurrentLuaPath", CclGetCurrentLuaPath);
lua_register(Lua, "SavedGameInfo", CclSavedGameInfo);
ReplayCclRegister();
IconCclRegister();
MissileCclRegister();
PlayerCclRegister();
MapCclRegister();
ConstructionCclRegister();
DecorationCclRegister();
UnitTypeCclRegister();
UpgradesCclRegister();
SelectionCclRegister();
GroupCclRegister();
UnitCclRegister();
SoundCclRegister();
UserInterfaceCclRegister();
AiCclRegister();
TriggerCclRegister();
SpellCclRegister();
}
/**
** Serializes Lua objects to Lua source code.
*/
class CSerializeLua
{
public:
CSerializeLua(lua_State *l) : lstate(l), indent(0) {}
/** Whether a value was successfully serialized. */
enum Result {
/** The value was serialized as requested. */
OK,
/** The value contains something that cannot be
** serialized. The caller should skip the global
** variable it is currently trying to serialize.
*/
SKIP,
/** Something went seriously wrong and the whole
** serialization should be aborted.
*/
FAIL
};
Result AppendLuaFields(int table_index, bool is_root);
char *StrDupOutput() const;
private:
/** The Lua state from which we're serializing the values. */
lua_State *const lstate;
/** The Lua source code being generated.
**
** This is an std::vector rather than an std::string
** because appending characters to std::string gets slow
** in some implementations when the string is long.
*/
std::vector<char> output;
/** Current indentation level. */
int indent;
inline void AppendChar(char c);
inline void AppendChars(const char *str, size_t len);
inline void AppendCString(const char *str);
inline void AppendIndent();
void AppendQuotedString(const char *str, size_t len);
static bool IsBlacklistedGlobal(const char *key);
static bool IsIdentifier(const char *key, size_t len);
Result AppendLuaTable(int table_index);
Result AppendLuaAsString(int index);
Result AppendLuaValue(int index);
};
/**
** Append a character to the Lua source code,
** without any kind of quoting or escaping.
**
** @param c
** The character.
*/
inline void CSerializeLua::AppendChar(char c)
{
this->output.push_back(c);
}
/**
** Append an array of characters to the Lua source code,
** without any kind of quoting or escaping.
**
** @param str
** The address of the first character.
** @param str
** The length of the array, in bytes.
*/
inline void CSerializeLua::AppendChars(const char *str, size_t len)
{
this->output.insert(this->output.end(), str, str + len);
}
/**
** Append a null-terminated string to the Lua source code,
** without any kind of quoting or escaping.
**
** @param str
** The address of the first character of the string.
*/
inline void CSerializeLua::AppendCString(const char *str)
{
this->AppendChars(str, strlen(str));
}
/**
** Append the current indentation to the Lua source code.
*/
inline void CSerializeLua::AppendIndent()
{
this->output.insert(this->output.end(), this->indent, '\t');
}
/**
** Append a string literal to the Lua source code, with quotes
** around it, and any unusual bytes encoded as backslash escapes.
**
** @param str
** The address of the first character of the string.
** @param len
** The length of the string, in bytes.
*/
void CSerializeLua::AppendQuotedString(const char *str, size_t len)
{
const unsigned char *src;
this->AppendChar('"');
for (src = (const unsigned char *)str; len > 0; ++src, --len) {
if (*src == '"' || *src == '\\') { // " -> \"
this->AppendChar('\\');
this->AppendChar(*src);
} else if (*src < 32 || *src > 127) { // 0xA -> \010
char esc[5];
sprintf_s(esc, 5, "\\%03d", *src);
this->AppendChars(esc, 4);
} else {
this->AppendChar(*src);
}
}
this->AppendChar('"');
}
/**
** Check whether a global Lua variable is blacklisted from being saved.
**
** @param key name of the variable in the global environment.
**
** @return true if the variable is blacklisted and must not be saved.
** false if the variable may be saved.
*/
bool CSerializeLua::IsBlacklistedGlobal(const char *key)
{
return (!strcmp(key, "assert") ||
!strcmp(key, "gcinfo") ||
!strcmp(key, "getfenv") ||
!strcmp(key, "unpack") ||
!strcmp(key, "tostring") ||
!strcmp(key, "tonumber") ||
!strcmp(key, "setmetatable") ||
!strcmp(key, "require") ||
!strcmp(key, "pcall") ||
!strcmp(key, "rawequal") ||
!strcmp(key, "collectgarbage") ||
!strcmp(key, "type") ||
!strcmp(key, "getmetatable") ||
!strcmp(key, "next") ||
!strcmp(key, "print") ||
!strcmp(key, "xpcall") ||
!strcmp(key, "rawset") ||
!strcmp(key, "setfenv") ||
!strcmp(key, "rawget") ||
!strcmp(key, "newproxy") ||
!strcmp(key, "ipairs") ||
!strcmp(key, "loadstring") ||
!strcmp(key, "dofile") ||
!strcmp(key, "_VERSION") ||
!strcmp(key, "pairs") ||
!strcmp(key, "__pow") ||
!strcmp(key, "error") ||
!strcmp(key, "loadfile") ||
!strcmp(key, "arg") ||
!strcmp(key, "_LOADED") ||
!strcmp(key, "loadlib") ||
!strcmp(key, "string") ||
!strcmp(key, "os") ||
!strcmp(key, "io") ||
!strcmp(key, "debug") ||
!strcmp(key, "coroutine") ||
!strcmp(key, "_G") ||
!strcmp(key, "AiTypes") || // data-dep
!strcmp(key, "AllowAll") || // Lua const
!strcmp(key, "AllowedUnits") || // data-dep
!strcmp(key, "DownButton") || // #define
!strcmp(key, "EditorCommandLine") || // enum
!strcmp(key, "EditorEditing") || // enum
!strcmp(key, "EditorNotRunning") || // enum
!strcmp(key, "EditorStarted") || // enum
!strcmp(key, "EnergyCost") || // #define
!strcmp(key, "FontColors") || // has meta
!strcmp(key, "Fonts") || // has meta
!strcmp(key, "ForbidAll") || // Lua const
!strcmp(key, "GameDefeat") || // enum
!strcmp(key, "GameDraw") || // enum
!strcmp(key, "GameNoResult") || // enum
!strcmp(key, "GameQuitToMenu") || // enum
!strcmp(key, "GameRestart") || // enum
!strcmp(key, "GameVictory") || // enum
!strcmp(key, "Icons") || // has meta
!strcmp(key, "LeftButton") || // #define
!strcmp(key, "MagmaCost") || // #define
!strcmp(key, "MaxCosts") || // #define
!strcmp(key, "MaxFontColors") || // #define
!strcmp(key, "MiddleButton") || // #define
!strcmp(key, "NoButton") || // #define
!strcmp(key, "PlayerComputer") || // enum
!strcmp(key, "PlayerMax") || // #define
!strcmp(key, "PlayerNeutral") || // enum
!strcmp(key, "PlayerNobody") || // enum
!strcmp(key, "PlayerNumNeutral") || // #define
!strcmp(key, "PlayerPerson") || // enum
!strcmp(key, "PlayerRescueActive") || // enum
!strcmp(key, "PlayerRescuePassive") || // enum
!strcmp(key, "RightButton") || // #define
!strcmp(key, "SettingsGameTypeFreeForAll") || // enum
!strcmp(key, "SettingsGameTypeLeftVsRight") || // enum
!strcmp(key, "SettingsGameTypeManTeamVsMachine") || // enum
!strcmp(key, "SettingsGameTypeManVsMachine") || // enum
!strcmp(key, "SettingsGameTypeMapDefault") || // enum
!strcmp(key, "SettingsGameTypeMelee") || // enum
!strcmp(key, "SettingsGameTypeTopVsBottom") || // enum
!strcmp(key, "SettingsPresetMapDefault") || // enum
!strcmp(key, "UnitMax") || // #define
!strcmp(key, "UpButton") || // #define
!strcmp(key, "default_objectives") || // per-lang
!strcmp(key, "playlist") || // per-user
!strcmp(key, "preferences")); // per-user
// other string to protected ?
}
/**
** Check whether the given string is valid for a Lua identifier.
**
** @param key
** The address of the first character of the string.
** @param len
** The length of the string, in bytes.
**
** The @a len parameter exists so that strings containing
** embedded null characters can be passed to this function
** and properly detected as invalid identifiers.
**
** @return
** true if the string is OK as a Lua identifier.
** false if the string cannot be used as a Lua identifier.
*/
bool CSerializeLua::IsIdentifier(const char *key, size_t len)
{
if (len < 1) {
return false;
}
if (!isalpha(static_cast<unsigned char>(key[0]))
&& key[0] != '_') {
return false;
}
for (size_t i = 0; i < len; ++i) {
if (!isalnum(static_cast<unsigned char>(key[i]))
&& key[i] != '_') {
return false;
}
}
return true;
}
/**
** Append a Lua string or number value to the Lua source code.
**
** @param index
** The index of the value in the Lua stack.
** This function does not modify the value in the stack.
**
** @return
** CSerializeLua::OK or CSerializeLua::FAIL.
** This function never returns CSerializeLua::SKIP.
*/
CSerializeLua::Result CSerializeLua::AppendLuaAsString(int index)
{
// Make a copy so that lua_tolstring won't replace the
// original number with a string.
lua_pushvalue(this->lstate, index);
size_t len;
const char *str = lua_tolstring(this->lstate, -1, &len);
if (str == NULL) {
lua_pop(this->lstate, 1);
return FAIL;
} else {
this->AppendChars(str, len);
lua_pop(this->lstate, 1);
return OK;
}
}
/**
** Append a Lua table to the Lua source code, with braces around it.
**
** @param index
** The index of the table in the Lua stack.
** This function does not modify the value in the stack.
**
** @return
** CSerializeLua::OK, CSerializeLua::FAIL, or CSerializeLua::SKIP.
*/
CSerializeLua::Result CSerializeLua::AppendLuaTable(int index)
{
if (lua_getmetatable(this->lstate, index)) {
lua_pop(this->lstate, 1); // pop the metatable
return SKIP;
}
this->AppendChar('{');
this->indent++;
Result result = this->AppendLuaFields(index, false);
this->indent--;
this->AppendChar('}');
return result;
}
/**
** Append a Lua value to the Lua source code.
**
** @param index
** The index of the value in the Lua stack.
** This function does not modify the value in the stack.
**
** @return
** CSerializeLua::OK, CSerializeLua::FAIL, or CSerializeLua::SKIP.
*/
CSerializeLua::Result CSerializeLua::AppendLuaValue(int index)
{
int type = lua_type(this->lstate, index);
switch (type) {
case LUA_TNIL:
this->AppendCString("nil");
return OK;
case LUA_TNUMBER:
// Let Lua do the conversion.
return this->AppendLuaAsString(index);
case LUA_TBOOLEAN:
if (lua_toboolean(this->lstate, index)) {
this->AppendCString("true");
} else {
this->AppendCString("false");
}
return OK;
case LUA_TSTRING:
{
size_t len;
const char *str = lua_tolstring(this->lstate, index, &len);
this->AppendQuotedString(str, len);
return OK;
}
case LUA_TTABLE:
return this->AppendLuaTable(index);
case LUA_TFUNCTION:
// Could be done with string.dump(function)
// and debug.getinfo(function).name (could be nil for anonymous function)
// But not useful yet.
return SKIP;
case LUA_TUSERDATA:
case LUA_TTHREAD:
case LUA_TLIGHTUSERDATA:
case LUA_TNONE:
default : // no other cases
return SKIP;
}
}
/**
** Append the fields (keys and values) of a Lua table to the Lua
** source code.
**
** @param table_index
** The index of the table in the Lua stack.
** @param is_root
** True if the table is a global environment and this function
** should generate a series of assignment statements.
** False if the table is something else and this function should
** generate a fieldlist for a tableconstructor.
**
** @return
** CSerializeLua::OK if it appended the fields as requested.
** CSerializeLua::FAIL if something went seriously wrong and the
** whole serialization should be aborted.
** CSerializeLua::SKIP if is_root is false and the table contains
** something that cannot be serialized.
**
** If is_root is true and the table contains a field that cannot be
** serialized, then this function just skips that field and continues
** serializing the rest of the table. This is so that the global
** environment can be serialized even though it contains functions.
*/
CSerializeLua::Result CSerializeLua::AppendLuaFields(int table_index,
bool is_root)
{
if (!lua_checkstack(this->lstate, 10))
return FAIL;
const int top_on_entry = lua_gettop(this->lstate);
Assert(lua_istable(this->lstate, table_index));
lua_Number seq = 1;
bool is_first = true;
lua_pushnil(this->lstate);
while (lua_next(this->lstate, table_index)) {
const int key_index = top_on_entry + 1;
const int value_index = top_on_entry + 2;
Result result;
// If there's any problem with the field, then we
// remove it from the output vector by truncating
// back to this size.
const size_t undo = this->output.size();
if (!is_root) {
if (is_first) {
this->AppendChar('\n');
} else {
this->AppendCString(",\n");
}
this->AppendIndent();
}
// Append the key and and equals sign, if necessary.
bool increment_seq = false;
const int key_type = lua_type(this->lstate, key_index);
if (is_root) {
if (key_type != LUA_TSTRING) {
goto skip_field;
}
size_t key_len;
const char *key_str = lua_tolstring(this->lstate,
key_index,
&key_len);
if (!IsIdentifier(key_str, key_len)
|| IsBlacklistedGlobal(key_str)) {
goto skip_field;
}
this->AppendChars(key_str, key_len);
this->AppendCString(" = ");
} else if (key_type == LUA_TSTRING) {
size_t key_len;
const char *key_str = lua_tolstring(this->lstate,
key_index,
&key_len);
if (IsIdentifier(key_str, key_len)) {
this->AppendChars(key_str, key_len);
} else {
this->AppendChar('[');
this->AppendQuotedString(key_str, key_len);
this->AppendChar(']');
}
this->AppendCString(" = ");
} else if (key_type == LUA_TNUMBER) {
if (lua_tonumber(this->lstate, key_index) == seq) {
// Increment seq only after the value
// has been successfully serialized.
increment_seq = true;
} else {
this->AppendChar('[');
result = this->AppendLuaAsString(key_index);
if (result != OK) {
return result;
}
this->AppendCString("] = ");
}
} else {
goto skip_field;
}
result = this->AppendLuaValue(value_index);
switch (result) {
case OK:
if (is_root) {
this->AppendCString(";\n");
}
is_first = false;
if (increment_seq)
++seq;
break;
case SKIP:
skip_field:
this->output.resize(undo);
if (!is_root) {
lua_settop(this->lstate, top_on_entry);
return SKIP;
}
break;
case FAIL:
default:
lua_settop(this->lstate, top_on_entry);
return result;
}
lua_pop(this->lstate, 1); // pop the value
}
if (!is_first && !is_root) {
this->AppendChar(' ');
}
return OK;
}
/**
** Copy the Lua source code to a new string.
**
** @return The Lua source code as a string.
** The caller must eventually free it with delete[].
*/
char *CSerializeLua::StrDupOutput() const
{
const size_t size = this->output.size();
char *const str = new char[size + 1];
if (size > 0) {
memcpy(str, &this->output[0], size);
}
str[size] = '\0';
return str;
}
/**
** For saving lua state (table, number, string, bool, not function).
**
** @param l lua_State to save.
** @param is_root true to save global variables,
** false to save and pop the table at top of stack.
**
** @return NULL if nothing could be saved.
** else a string that could be executed in lua to restore lua state
*/
char *SaveGlobal(lua_State *l, bool is_root)
{
CSerializeLua serialize(l);
if (is_root) {
lua_pushvalue(l, LUA_GLOBALSINDEX);
}
CSerializeLua::Result result
= serialize.AppendLuaFields(lua_gettop(l), is_root);
lua_pop(l, 1);
if (result == CSerializeLua::OK) {
return serialize.StrDupOutput();
} else {
return NULL;
}
}
/**
** Create directories containing user settings and data.
**
** More specifically: logs, saved games, preferences
*/
void CreateUserDirectories(void)
{
std::string directory;
UserDirectory = "";
std::string s;
#ifdef USE_WIN32
s = getenv("APPDATA");
#else
s = getenv("HOME");
#endif
if (!s.empty()) {
UserDirectory = s + "/";
}
UserDirectory += STRATAGUS_HOME_PATH;
makedir(UserDirectory.c_str(), 0777);
// Create specific subdirectories
directory = UserDirectory + "logs/";
makedir(directory.c_str(), 0777);
directory = UserDirectory + "save/";
makedir(directory.c_str(), 0777);
directory = UserDirectory + "patches/";
makedir(directory.c_str(), 0777);
}
/**
** Save user preferences
*/
void SavePreferences(void)
{
FILE *fd;
std::string path;
lua_pushstring(Lua, "preferences");
lua_gettable(Lua, LUA_GLOBALSINDEX);
if (lua_type(Lua, -1) == LUA_TTABLE) {
path = UserDirectory + "preferences.lua";
fd = fopen(path.c_str(), "w");
if (!fd) {
return;
}
char *s = SaveGlobal(Lua, false);
fprintf(fd, "preferences = {%s}\n", s);
delete[] s;
fclose(fd);
}
}
/**
** Load stratagus config file.
*/
void LoadCcl(void)
{
char buf[PATH_MAX];
//
// Load and evaluate configuration file
//
CclInConfigFile = 1;
LibraryFileName(CclStartFile.c_str(), buf, sizeof(buf));
if (access(buf, R_OK)) {
fprintf(stderr, "Maybe you need to specify another gamepath with '-d /path/to/datadir'?\n");
ExitFatal(-1);
}
ShowLoadProgress("Script %s\n", buf);
LuaLoadFile(buf);
CclInConfigFile = 0;
CclGarbageCollect(0); // Cleanup memory after load
}
/**
** Save CCL Module.
**
** @param file Save file.
*/
void SaveCcl(CFile *file)
{
file->printf("SetGodMode(%s)\n", GodMode ? "true" : "false");
file->printf("SetSpeedBuild(%d)\n", SpeedBuild);
file->printf("SetSpeedTrain(%d)\n", SpeedTrain);
}
//@}
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