1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaConstGame.h"
#include "LuaInclude.h"
#include "LuaHandle.h"
#include "LuaUtils.h"
#include "Game/Game.h"
#include "Game/GameSetup.h"
#include "Game/GameVersion.h"
#include "Map/MapDamage.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/CategoryHandler.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "Sim/Misc/Wind.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/CommandAI/Command.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/Util.h"
/******************************************************************************/
/******************************************************************************/
static void LuaPushNamedColor(lua_State* L,
const string& name, const float3& color)
{
lua_pushsstring(L, name);
lua_newtable(L);
lua_pushnumber(L, color.x); lua_rawseti(L, -2, 1);
lua_pushnumber(L, color.y); lua_rawseti(L, -2, 2);
lua_pushnumber(L, color.z); lua_rawseti(L, -2, 3);
lua_rawset(L, -3);
}
bool LuaConstGame::PushEntries(lua_State* L)
{
assert(mapInfo);
assert(gameSetup);
// FIXME -- this is getting silly, convert to userdata?
LuaPushNamedString(L, "version", SpringVersion::GetSync());
LuaPushNamedString(L, "versionFull", (!CLuaHandle::GetHandleSynced(L))? SpringVersion::GetFull(): "");
LuaPushNamedString(L, "versionPatchSet", (!CLuaHandle::GetHandleSynced(L))? SpringVersion::GetPatchSet(): "");
LuaPushNamedString(L, "buildFlags", (!CLuaHandle::GetHandleSynced(L))? SpringVersion::GetAdditional(): "");
if (unitHandler != NULL) {
LuaPushNamedNumber(L, "maxUnits", unitHandler->MaxUnits());
}
LuaPushNamedNumber(L, "maxTeams", MAX_TEAMS);
LuaPushNamedNumber(L, "maxPlayers", MAX_PLAYERS);
LuaPushNamedNumber(L, "gameSpeed", GAME_SPEED);
LuaPushNamedNumber(L, "squareSize", SQUARE_SIZE);
LuaPushNamedNumber(L, "startPosType", gameSetup->startPosType);
LuaPushNamedBool(L, "ghostedBuildings", gameSetup->ghostedBuildings);
LuaPushNamedNumber(L, "gravity", -mapInfo->map.gravity * GAME_SPEED * GAME_SPEED);
LuaPushNamedNumber(L, "windMin", wind.GetMinWind());
LuaPushNamedNumber(L, "windMax", wind.GetMaxWind());
LuaPushNamedString(L, "mapName", mapInfo->map.name);
LuaPushNamedString(L, "mapHumanName", mapInfo->map.description); //! deprecated
LuaPushNamedString(L, "mapDescription", mapInfo->map.description);
LuaPushNamedNumber(L, "mapHardness", mapInfo->map.hardness);
if (mapDamage) {
// damage is enabled iff !mapInfo->map.notDeformable
LuaPushNamedBool(L, "mapDamage", !mapDamage->disabled);
}
if (readMap) {
//FIXME make this available in LoadScreen already!
LuaPushNamedNumber(L, "mapX", mapDims.mapx / 64);
LuaPushNamedNumber(L, "mapY", mapDims.mapy / 64);
LuaPushNamedNumber(L, "mapSizeX", mapDims.mapx * SQUARE_SIZE);
LuaPushNamedNumber(L, "mapSizeZ", mapDims.mapy * SQUARE_SIZE);
}
LuaPushNamedNumber(L, "extractorRadius", mapInfo->map.extractorRadius);
LuaPushNamedNumber(L, "tidal", mapInfo->map.tidalStrength);
LuaPushNamedNumber(L, "waterDamage", mapInfo->water.damage);
LuaPushNamedString(L, "waterTexture", mapInfo->water.texture);
LuaPushNamedNumber(L, "waterRepeatX", mapInfo->water.repeatX);
LuaPushNamedNumber(L, "waterRepeatY", mapInfo->water.repeatY);
LuaPushNamedString(L, "waterFoamTexture", mapInfo->water.foamTexture);
LuaPushNamedString(L, "waterNormalTexture", mapInfo->water.normalTexture);
LuaPushNamedNumber(L, "waterNumTiles", mapInfo->water.numTiles);
LuaPushNamedBool(L, "voidWater", mapInfo->map.voidWater);
LuaPushNamedBool(L, "voidGround", mapInfo->map.voidGround);
LuaPushNamedBool(L, "waterHasWaterPlane", mapInfo->water.hasWaterPlane);
LuaPushNamedBool(L, "waterForceRendering", mapInfo->water.forceRendering);
LuaPushNamedColor(L, "waterAbsorb", mapInfo->water.absorb);
LuaPushNamedColor(L, "waterBaseColor", mapInfo->water.baseColor);
LuaPushNamedColor(L, "waterMinColor", mapInfo->water.minColor);
LuaPushNamedColor(L, "waterSurfaceColor", mapInfo->water.surfaceColor);
LuaPushNamedNumber(L, "waterSurfaceAlpha", mapInfo->water.surfaceAlpha);
LuaPushNamedColor(L, "waterDiffuseColor", mapInfo->water.diffuseColor);
LuaPushNamedNumber(L, "waterDiffuseFactor", mapInfo->water.diffuseFactor);
LuaPushNamedColor(L, "waterSpecularColor", mapInfo->water.specularColor);
LuaPushNamedNumber(L, "waterSpecularFactor", mapInfo->water.specularFactor);
LuaPushNamedNumber(L, "waterAmbientFactor", mapInfo->water.ambientFactor);
LuaPushNamedColor(L, "waterPlaneColor", mapInfo->water.planeColor);
LuaPushNamedNumber(L, "waterFresnelMin", mapInfo->water.fresnelMin);
LuaPushNamedNumber(L, "waterFresnelMax", mapInfo->water.fresnelMax);
LuaPushNamedNumber(L, "waterFresnelPower", mapInfo->water.fresnelPower);
LuaPushNamedNumber(L, "waterReflectionDistortion", mapInfo->water.reflDistortion);
const vector<string>& causticTexs = mapInfo->water.causticTextures;
lua_pushliteral(L, "waterCausticTextures");
lua_newtable(L);
for (int i = 0; i < (int)causticTexs.size(); i++) {
lua_pushsstring(L, causticTexs[i]);
lua_rawseti(L, -2, i + 1);
}
lua_rawset(L, -3);
LuaPushNamedBool(L, "allowTeamColors", true);
LuaPushNamedString(L, "gameName", modInfo.humanName);
LuaPushNamedString(L, "gameShortName", modInfo.shortName);
LuaPushNamedString(L, "gameVersion", modInfo.version);
LuaPushNamedString(L, "gameMutator", modInfo.mutator);
LuaPushNamedString(L, "gameDesc", modInfo.description);
LuaPushNamedString(L, "modName", modInfo.humanNameVersioned);
LuaPushNamedString(L, "modShortName", modInfo.shortName);
LuaPushNamedString(L, "modVersion", modInfo.version);
LuaPushNamedString(L, "modMutator", modInfo.mutator);
LuaPushNamedString(L, "modDesc", modInfo.description);
LuaPushNamedBool(L, "constructionDecay", modInfo.constructionDecay);
LuaPushNamedNumber(L, "constructionDecayTime", modInfo.constructionDecayTime);
LuaPushNamedNumber(L, "constructionDecaySpeed", modInfo.constructionDecaySpeed);
LuaPushNamedNumber(L, "multiReclaim", modInfo.multiReclaim);
LuaPushNamedNumber(L, "reclaimMethod", modInfo.reclaimMethod);
LuaPushNamedNumber(L, "reclaimUnitMethod", modInfo.reclaimUnitMethod);
LuaPushNamedNumber(L, "reclaimUnitEnergyCostFactor", modInfo.reclaimUnitEnergyCostFactor);
LuaPushNamedNumber(L, "reclaimUnitEfficiency", modInfo.reclaimUnitEfficiency);
LuaPushNamedNumber(L, "reclaimFeatureEnergyCostFactor", modInfo.reclaimFeatureEnergyCostFactor);
LuaPushNamedBool(L, "reclaimAllowEnemies", modInfo.reclaimAllowEnemies);
LuaPushNamedBool(L, "reclaimAllowAllies", modInfo.reclaimAllowAllies);
LuaPushNamedNumber(L, "repairEnergyCostFactor", modInfo.repairEnergyCostFactor);
LuaPushNamedNumber(L, "resurrectEnergyCostFactor", modInfo.resurrectEnergyCostFactor);
LuaPushNamedNumber(L, "captureEnergyCostFactor", modInfo.captureEnergyCostFactor);
LuaPushNamedNumber(L, "transportAir", modInfo.transportAir);
LuaPushNamedNumber(L, "transportShip", modInfo.transportShip);
LuaPushNamedNumber(L, "transportHover", modInfo.transportHover);
LuaPushNamedNumber(L, "transportGround", modInfo.transportGround);
LuaPushNamedNumber(L, "fireAtKilled", modInfo.fireAtKilled);
LuaPushNamedNumber(L, "fireAtCrashing", modInfo.fireAtCrashing);
LuaPushNamedNumber(L, "requireSonarUnderWater", modInfo.requireSonarUnderWater);
char buf[64];
SNPRINTF(buf, sizeof(buf), "0x%08X",
archiveScanner->GetArchiveCompleteChecksum(mapInfo->map.name));
LuaPushNamedString(L, "mapChecksum", buf);
SNPRINTF(buf, sizeof(buf), "0x%08X",
archiveScanner->GetArchiveCompleteChecksum(modInfo.filename));
LuaPushNamedString(L, "modChecksum", buf);
// needed for LuaIntro which also pushes ConstGame entries
// (but it probably doesn't need to know about categories)
if (CCategoryHandler::Instance() != NULL) {
const vector<string>& cats = CCategoryHandler::Instance()->GetCategoryNames(~0);
lua_pushliteral(L, "springCategories");
lua_newtable(L);
for (unsigned int i = 0; i < cats.size(); i++) {
LuaPushNamedNumber(L, StringToLower(cats[i]), i);
}
lua_rawset(L, -3);
}
// needed for LuaIntro which also pushes ConstGame entries
// (but it probably doesn't need to know about armor-types)
if (damageArrayHandler != NULL) {
lua_pushliteral(L, "armorTypes");
lua_newtable(L);
const std::vector<std::string>& typeList = damageArrayHandler->GetTypeList();
const int typeCount = (int)typeList.size();
for (int i = 0; i < typeCount; i++) {
// bidirectional map
lua_pushsstring(L, typeList[i]);
lua_pushnumber(L, i);
lua_rawset(L, -3);
lua_pushsstring(L, typeList[i]);
lua_rawseti(L, -2, i);
}
lua_rawset(L, -3);
}
return true;
}
/******************************************************************************/
/******************************************************************************/
|