(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 Andrey Korotaev <unC0Rr@gmail.com>
*
* 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; 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
*)
{$INCLUDE "options.inc"}
unit uScript;
interface
procedure ScriptPrintStack;
procedure ScriptClearStack;
procedure ScriptLoad(name : shortstring);
procedure ScriptOnGameInit;
procedure ScriptCall(fname : shortstring);
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
procedure init_uScript;
procedure free_uScript;
implementation
{$IFNDEF IPHONEOS}
uses LuaPas in 'LuaPas.pas',
uConsole,
uMisc,
uConsts,
uGears,
uFloat,
uWorld,
uAmmos,
uSound,
uTeams,
uKeys,
typinfo;
var luaState : Plua_State;
ScriptAmmoStore : shortstring;
ScriptLoaded : boolean;
procedure ScriptPrepareAmmoStore; forward;
procedure ScriptApplyAmmoStore; forward;
procedure ScriptSetAmmo(ammo : TAmmoType; count, propability, delay: Byte); forward;
// wrapped calls //
// functions called from lua:
// function(L : Plua_State) : LongInt; Cdecl;
// where L contains the state, returns the number of return values on the stack
// call lua_gettop(L) to receive number of parameters passed
function lc_writelntoconsole(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) = 1 then
begin
WriteLnToConsole('LUA: ' + lua_tostring(L ,1));
end
else
WriteLnToConsole('LUA: Wrong number of parameters passed to WriteLnToConsole!');
lc_writelntoconsole:= 0;
end;
function lc_parsecommand(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) = 1 then
begin
ParseCommand(lua_tostring(L ,1), true);
end
else
WriteLnToConsole('LUA: Wrong number of parameters passed to ParseCommand!');
lc_parsecommand:= 0;
end;
function lc_showmission(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) = 5 then
begin
ShowMission(lua_tostring(L, 1), lua_tostring(L, 2), lua_tostring(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5));
end
else
WriteLnToConsole('LUA: Wrong number of parameters passed to ShowMission!');
lc_showmission:= 0;
end;
function lc_hidemission(L : Plua_State) : LongInt; Cdecl;
begin
HideMission;
lc_hidemission:= 0;
end;
function lc_addgear(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
x, y, s, t: LongInt;
dx, dy: hwFloat;
gt: TGearType;
begin
if lua_gettop(L) <> 7 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to AddGear!');
lua_pushnil(L); // return value on stack (nil)
end
else
begin
x:= lua_tointeger(L, 1);
y:= lua_tointeger(L, 2);
gt:= TGearType(lua_tointeger(L, 3));
s:= lua_tointeger(L, 4);
dx:= int2hwFloat(round(lua_tonumber(L, 5) * 1000)) / 1000;
dy:= int2hwFloat(round(lua_tonumber(L, 6) * 1000)) / 1000;
t:= lua_tointeger(L, 7);
gear:= AddGear(x, y, gt, s, dx, dy, t);
lua_pushnumber(L, gear^.uid)
end;
lc_addgear:= 1; // 1 return value
end;
function lc_getgeartype(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if lua_gettop(L) <> 1 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to GetGearType!');
lua_pushnil(L); // return value on stack (nil)
end
else
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, ord(gear^.Kind))
end;
lc_getgeartype:= 1
end;
function lc_sethealth(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if lua_gettop(L) <> 2 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to SetHealth!');
end
else
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Kind = gtHedgehog) then gear^.Health:= lua_tointeger(L, 2)
end;
lc_sethealth:= 0
end;
function lc_endgame(L : Plua_State) : LongInt; Cdecl;
begin
GameState:= gsExit;
lc_endgame:= 0
end;
function lc_findplace(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
fall: boolean;
left, right: LongInt;
begin
if lua_gettop(L) <> 4 then
WriteLnToConsole('LUA: Wrong number of parameters passed to FindPlace!')
else
begin
gear:= GearByUID(lua_tointeger(L, 1));
fall:= lua_toboolean(L, 2);
left:= lua_tointeger(L, 3);
right:= lua_tointeger(L, 4);
if gear <> nil then
FindPlace(gear, fall, left, right)
end;
lc_findplace:= 0
end;
function lc_playsound(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) <> 1 then
WriteLnToConsole('LUA: Wrong number of parameters passed to PlaySound!')
else
PlaySound(TSound(lua_tointeger(L, 1)));
lc_playsound:= 0;
end;
function lc_addteam(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) <> 5 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to AddTeam!');
//lua_pushnil(L)
end
else
begin
ParseCommand('addteam x ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 1), true);
ParseCommand('grave ' + lua_tostring(L, 3), true);
ParseCommand('fort ' + lua_tostring(L, 4), true);
ParseCommand('voicepack ' + lua_tostring(L, 5), true);
CurrentTeam^.Binds:= DefaultBinds
// fails on x64
//lua_pushinteger(L, LongInt(CurrentTeam));
end;
lc_addteam:= 0;//1;
end;
function lc_addhog(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) <> 4 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to AddHog!');
lua_pushnil(L)
end
else
begin
ParseCommand('addhh ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 3) + ' ' + lua_tostring(L, 1), true);
ParseCommand('hat ' + lua_tostring(L, 4), true);
lua_pushinteger(L, CurrentHedgehog^.Gear^.uid);
end;
lc_addhog:= 1;
end;
function lc_getgearposition(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if lua_gettop(L) <> 1 then
begin
WriteLnToConsole('LUA: Wrong number of parameters passed to GetGearPosition!');
lua_pushnil(L);
lua_pushnil(L)
end
else
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
lua_pushinteger(L, hwRound(gear^.X));
lua_pushinteger(L, hwRound(gear^.Y))
end
end;
lc_getgearposition:= 2;
end;
function lc_setgearposition(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
x, y: LongInt;
begin
if lua_gettop(L) <> 3 then
WriteLnToConsole('LUA: Wrong number of parameters passed to SetGearPosition!')
else
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
x:= lua_tointeger(L, 2);
y:= lua_tointeger(L, 3);
gear^.X:= int2hwfloat(x);
gear^.Y:= int2hwfloat(y);
end
end;
lc_setgearposition:= 0
end;
function lc_setammo(L : Plua_State) : LongInt; Cdecl;
begin
if lua_gettop(L) <> 4 then
WriteLnToConsole('LUA: Wrong number of parameters passed to SetAmmo!')
else
begin
ScriptSetAmmo(TAmmoType(lua_tointeger(L, 1)), lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tointeger(L, 4));
end;
lc_setammo:= 0
end;
///////////////////
procedure ScriptPrintStack;
var n, i : LongInt;
begin
n:= lua_gettop(luaState);
WriteLnToConsole('LUA: Stack (' + inttostr(n) + ' elements):');
for i:= 1 to n do
if not lua_isboolean(luaState, i) then
WriteLnToConsole('LUA: ' + inttostr(i) + ': ' + lua_tostring(luaState, i))
else if lua_toboolean(luaState, i) then
WriteLnToConsole('LUA: ' + inttostr(i) + ': true')
else
WriteLnToConsole('LUA: ' + inttostr(i) + ': false');
end;
procedure ScriptClearStack;
begin
lua_settop(luaState, 0)
end;
procedure ScriptSetInteger(name : shortstring; value : LongInt);
begin
lua_pushinteger(luaState, value);
lua_setglobal(luaState, Str2PChar(name));
end;
procedure ScriptSetString(name : shortstring; value : shortstring);
begin
lua_pushstring(luaState, Str2PChar(value));
lua_setglobal(luaState, Str2PChar(name));
end;
function ScriptGetInteger(name : shortstring) : LongInt;
begin
lua_getglobal(luaState, Str2PChar(name));
ScriptGetInteger:= lua_tointeger(luaState, -1);
lua_pop(luaState, 1);
end;
function ScriptGetString(name : shortstring) : shortstring;
begin
lua_getglobal(luaState, Str2PChar(name));
ScriptGetString:= lua_tostring(luaState, -1);
lua_pop(luaState, 1);
end;
procedure ScriptOnGameInit;
var s, t : ansistring;
begin
// not required if there's no script to run
if not ScriptLoaded then
exit;
// push game variables so they may be modified by the script
ScriptSetInteger('GameFlags', GameFlags);
ScriptSetString('Seed', cSeed);
ScriptSetInteger('TurnTime', cHedgehogTurnTime);
ScriptSetInteger('CaseFreq', cCaseFactor);
ScriptSetInteger('LandAdds', cLandAdditions);
ScriptSetInteger('Explosives', cExplosives);
ScriptSetInteger('Delay', cInactDelay);
ScriptSetString('Map', '');
ScriptSetString('Theme', '');
// import locale
s:= cLocaleFName;
SplitByChar(s, t, '.');
ScriptSetString('L', s);
ScriptCall('onGameInit');
// pop game variables
ParseCommand('seed ' + ScriptGetString('Seed'), true);
ParseCommand('$gmflags ' + ScriptGetString('GameFlags'), true);
ParseCommand('$turntime ' + ScriptGetString('TurnTime'), true);
ParseCommand('$casefreq ' + ScriptGetString('CaseFreq'), true);
ParseCommand('$landadds ' + ScriptGetString('LandAdds'), true);
ParseCommand('$explosives ' + ScriptGetString('Explosives'), true);
ParseCommand('$delay ' + ScriptGetString('Delay'), true);
if ScriptGetString('Map') <> '' then
ParseCommand('map ' + ScriptGetString('Map'), true);
if ScriptGetString('Theme') <> '' then
ParseCommand('theme ' + ScriptGetString('Theme'), true);
ScriptPrepareAmmoStore;
ScriptCall('onAmmoStoreInit');
ScriptApplyAmmoStore;
end;
procedure ScriptLoad(name : shortstring);
var ret : LongInt;
begin
ret:= luaL_loadfile(luaState, Str2PChar(name));
if ret <> 0 then
WriteLnToConsole('LUA: Failed to load ' + name + '(error ' + IntToStr(ret) + ')')
else
begin
WriteLnToConsole('LUA: ' + name + ' loaded');
// call the script file
lua_pcall(luaState, 0, 0, 0);
ScriptLoaded:= true
end
end;
procedure SetGlobals;
begin
ScriptSetInteger('TurnTimeLeft', TurnTimeLeft);
end;
procedure GetGlobals;
begin
TurnTimeLeft:= ScriptGetInteger('TurnTimeLeft');
end;
procedure ScriptCall(fname : shortstring);
begin
if not ScriptLoaded then
exit;
SetGlobals;
lua_getglobal(luaState, Str2PChar(fname));
if lua_pcall(luaState, 0, 0, 0) <> 0 then
begin
WriteLnToConsole('LUA: Error while calling ' + fname + ': ' + lua_tostring(luaState, -1));
lua_pop(luaState, 1)
end;
GetGlobals;
end;
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, 0, 0, 0)
end;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, par2, 0, 0)
end;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, par2, par3, 0)
end;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
begin
if not ScriptLoaded then
exit;
SetGlobals;
lua_getglobal(luaState, Str2PChar(fname));
lua_pushinteger(luaState, par1);
lua_pushinteger(luaState, par2);
lua_pushinteger(luaState, par3);
lua_pushinteger(luaState, par4);
ScriptCall:= 0;
if lua_pcall(luaState, 4, 1, 0) <> 0 then
begin
WriteLnToConsole('LUA: Error while calling ' + fname + ': ' + lua_tostring(luaState, -1));
lua_pop(luaState, 1)
end
else
begin
ScriptCall:= lua_tointeger(luaState, -1);
lua_pop(luaState, 1)
end;
GetGlobals;
end;
procedure ScriptPrepareAmmoStore;
var i: ShortInt;
begin
ScriptAmmoStore:= '';
for i:=1 to ord(High(TAmmoType)) do
ScriptAmmoStore:= ScriptAmmoStore + '0000';
end;
procedure ScriptSetAmmo(ammo : TAmmoType; count, propability, delay: Byte);
begin
if (ord(ammo) < 1) or (count > 9) or (count < 0) or (propability < 0) or (propability > 8) or (delay < 0) or (delay > 9)then
exit;
ScriptAmmoStore[ord(ammo)]:= inttostr(count)[1];
ScriptAmmoStore[ord(ammo) + ord(high(TAmmoType))]:= inttostr(propability)[1];
ScriptAmmoStore[ord(ammo) + 2 * ord(high(TAmmoType))]:= inttostr(delay)[1];
end;
procedure ScriptApplyAmmoStore;
var i : LongInt;
begin
for i:= 0 to Pred(TeamsCount) do
AddAmmoStore(ScriptAmmoStore);
end;
// small helper functions making registering enums a lot easier
function str(const en : TGearType) : shortstring; overload;
begin
str:= GetEnumName(TypeInfo(TGearType), ord(en))
end;
function str(const en : TSound) : shortstring; overload;
begin
str:= GetEnumName(TypeInfo(TSound), ord(en))
end;
function str(const en : TAmmoType) : shortstring; overload;
begin
str:= GetEnumName(TypeInfo(TAmmoType), ord(en))
end;
///////////////////
procedure init_uScript;
var at : TGearType;
am : TAmmoType;
st : TSound;
begin
// initialize lua
luaState:= lua_open;
// open internal libraries
luaopen_base(luaState);
luaopen_string(luaState);
luaopen_math(luaState);
// import some variables
ScriptSetInteger('LAND_WIDTH', LAND_WIDTH);
ScriptSetInteger('LAND_HEIGHT', LAND_HEIGHT);
// import game flags
ScriptSetInteger('gfForts', gfForts);
ScriptSetInteger('gfMultiWeapon', gfMultiWeapon);
ScriptSetInteger('gfSolidLand', gfSolidLand);
ScriptSetInteger('gfBorder', gfBorder);
ScriptSetInteger('gfDivideTeams', gfDivideTeams);
ScriptSetInteger('gfLowGravity', gfLowGravity);
ScriptSetInteger('gfLaserSight', gfLaserSight);
ScriptSetInteger('gfInvulnerable', gfInvulnerable);
ScriptSetInteger('gfMines', gfMines);
ScriptSetInteger('gfVampiric', gfVampiric);
ScriptSetInteger('gfKarma', gfKarma);
ScriptSetInteger('gfArtillery', gfArtillery);
ScriptSetInteger('gfOneClanMode', gfOneClanMode);
ScriptSetInteger('gfRandomOrder', gfRandomOrder);
ScriptSetInteger('gfKing', gfKing);
ScriptSetInteger('gfPlaceHog', gfPlaceHog);
ScriptSetInteger('gfSharedAmmo', gfSharedAmmo);
ScriptSetInteger('gfDisableGirders', gfDisableGirders);
ScriptSetInteger('gfExplosives', gfExplosives);
// register gear types
for at:= Low(TGearType) to High(TGearType) do
ScriptSetInteger(str(at), ord(at));
// register sounds
for st:= Low(TSound) to High(TSound) do
ScriptSetInteger(str(st), ord(st));
// register ammo types
for am:= Low(TAmmoType) to High(TAmmoType) do
ScriptSetInteger(str(am), ord(am));
// register functions
lua_register(luaState, 'AddGear', @lc_addgear);
lua_register(luaState, 'WriteLnToConsole', @lc_writelntoconsole);
lua_register(luaState, 'GetGearType', @lc_getgeartype);
lua_register(luaState, 'EndGame', @lc_endgame);
lua_register(luaState, 'FindPlace', @lc_findplace);
lua_register(luaState, 'SetGearPosition', @lc_setgearposition);
lua_register(luaState, 'GetGearPosition', @lc_getgearposition);
lua_register(luaState, 'ParseCommand', @lc_parsecommand);
lua_register(luaState, 'ShowMission', @lc_showmission);
lua_register(luaState, 'HideMission', @lc_hidemission);
lua_register(luaState, 'SetAmmo', @lc_setammo);
lua_register(luaState, 'PlaySound', @lc_playsound);
lua_register(luaState, 'AddTeam', @lc_addteam);
lua_register(luaState, 'AddHog', @lc_addhog);
lua_register(luaState, 'SetHealth', @lc_sethealth);
ScriptClearStack; // just to be sure stack is empty
ScriptLoaded:= false;
end;
procedure free_uScript;
begin
lua_close(luaState);
end;
{$ELSE}
procedure ScriptPrintStack;
begin
end;
procedure ScriptClearStack;
begin
end;
procedure ScriptLoad(name : shortstring);
begin
end;
procedure ScriptOnGameInit;
begin
end;
procedure ScriptCall(fname : shortstring);
begin
end;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
begin
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
begin
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
begin
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
begin
ScriptCall:= 0
end;
procedure init_uScript;
begin
end;
procedure free_uScript;
begin
end;
{$ENDIF}
end.