Move ALL the Lua global variable stuff into lua_script.c.

This commit is contained in:
Jaime Passos 2019-12-23 18:49:23 -03:00
parent 7425591815
commit 5ebd84c3e7
3 changed files with 224 additions and 214 deletions

View File

@ -10777,213 +10777,7 @@ static inline int lib_getenum(lua_State *L)
// DYNAMIC variables too!!
// Try not to add anything that would break netgames or timeattack replays here.
// You know, like consoleplayer, displayplayer, secondarydisplayplayer, or gametime.
if (fastcmp(word,"gamemap")) {
lua_pushinteger(L, gamemap);
return 1;
} else if (fastcmp(word,"maptol")) {
lua_pushinteger(L, maptol);
return 1;
} else if (fastcmp(word,"ultimatemode")) {
lua_pushboolean(L, ultimatemode != 0);
return 1;
} else if (fastcmp(word,"mariomode")) {
lua_pushboolean(L, mariomode != 0);
return 1;
} else if (fastcmp(word,"twodlevel")) {
lua_pushboolean(L, twodlevel != 0);
return 1;
} else if (fastcmp(word,"circuitmap")) {
lua_pushboolean(L, circuitmap);
return 1;
} else if (fastcmp(word,"netgame")) {
lua_pushboolean(L, netgame);
return 1;
} else if (fastcmp(word,"multiplayer")) {
lua_pushboolean(L, multiplayer);
return 1;
} else if (fastcmp(word,"modeattacking")) {
lua_pushboolean(L, modeattacking);
return 1;
} else if (fastcmp(word,"splitscreen")) {
lua_pushboolean(L, splitscreen);
return 1;
} else if (fastcmp(word,"gamecomplete")) {
lua_pushboolean(L, gamecomplete);
return 1;
} else if (fastcmp(word,"devparm")) {
lua_pushboolean(L, devparm);
return 1;
} else if (fastcmp(word,"modifiedgame")) {
lua_pushboolean(L, modifiedgame && !savemoddata);
return 1;
} else if (fastcmp(word,"menuactive")) {
lua_pushboolean(L, menuactive);
return 1;
} else if (fastcmp(word,"paused")) {
lua_pushboolean(L, paused);
return 1;
} else if (fastcmp(word,"bluescore")) {
lua_pushinteger(L, bluescore);
return 1;
} else if (fastcmp(word,"redscore")) {
lua_pushinteger(L, redscore);
return 1;
} else if (fastcmp(word,"timelimit")) {
lua_pushinteger(L, cv_timelimit.value);
return 1;
} else if (fastcmp(word,"pointlimit")) {
lua_pushinteger(L, cv_pointlimit.value);
return 1;
// begin map vars
} else if (fastcmp(word,"spstage_start")) {
lua_pushinteger(L, spstage_start);
return 1;
} else if (fastcmp(word,"sstage_start")) {
lua_pushinteger(L, sstage_start);
return 1;
} else if (fastcmp(word,"sstage_end")) {
lua_pushinteger(L, sstage_end);
return 1;
} else if (fastcmp(word,"smpstage_start")) {
lua_pushinteger(L, smpstage_start);
return 1;
} else if (fastcmp(word,"smpstage_end")) {
lua_pushinteger(L, smpstage_end);
return 1;
} else if (fastcmp(word,"titlemap")) {
lua_pushinteger(L, titlemap);
return 1;
} else if (fastcmp(word,"titlemapinaction")) {
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
return 1;
} else if (fastcmp(word,"bootmap")) {
lua_pushinteger(L, bootmap);
return 1;
} else if (fastcmp(word,"tutorialmap")) {
lua_pushinteger(L, tutorialmap);
return 1;
} else if (fastcmp(word,"tutorialmode")) {
lua_pushboolean(L, tutorialmode);
return 1;
// end map vars
// begin CTF colors
} else if (fastcmp(word,"skincolor_redteam")) {
lua_pushinteger(L, skincolor_redteam);
return 1;
} else if (fastcmp(word,"skincolor_blueteam")) {
lua_pushinteger(L, skincolor_blueteam);
return 1;
} else if (fastcmp(word,"skincolor_redring")) {
lua_pushinteger(L, skincolor_redring);
return 1;
} else if (fastcmp(word,"skincolor_bluering")) {
lua_pushinteger(L, skincolor_bluering);
return 1;
// end CTF colors
// begin timers
} else if (fastcmp(word,"invulntics")) {
lua_pushinteger(L, invulntics);
return 1;
} else if (fastcmp(word,"sneakertics")) {
lua_pushinteger(L, sneakertics);
return 1;
} else if (fastcmp(word,"flashingtics")) {
lua_pushinteger(L, flashingtics);
return 1;
} else if (fastcmp(word,"tailsflytics")) {
lua_pushinteger(L, tailsflytics);
return 1;
} else if (fastcmp(word,"underwatertics")) {
lua_pushinteger(L, underwatertics);
return 1;
} else if (fastcmp(word,"spacetimetics")) {
lua_pushinteger(L, spacetimetics);
return 1;
} else if (fastcmp(word,"extralifetics")) {
lua_pushinteger(L, extralifetics);
return 1;
} else if (fastcmp(word,"nightslinktics")) {
lua_pushinteger(L, nightslinktics);
return 1;
} else if (fastcmp(word,"gameovertics")) {
lua_pushinteger(L, gameovertics);
return 1;
} else if (fastcmp(word,"ammoremovaltics")) {
lua_pushinteger(L, ammoremovaltics);
return 1;
// end timers
} else if (fastcmp(word,"gametype")) {
lua_pushinteger(L, gametype);
return 1;
} else if (fastcmp(word,"gametyperules")) {
lua_pushinteger(L, gametyperules);
return 1;
} else if (fastcmp(word,"leveltime")) {
lua_pushinteger(L, leveltime);
return 1;
} else if (fastcmp(word,"curWeather")) {
lua_pushinteger(L, curWeather);
return 1;
} else if (fastcmp(word,"globalweather")) {
lua_pushinteger(L, globalweather);
return 1;
} else if (fastcmp(word,"levelskynum")) {
lua_pushinteger(L, levelskynum);
return 1;
} else if (fastcmp(word,"globallevelskynum")) {
lua_pushinteger(L, globallevelskynum);
return 1;
} else if (fastcmp(word,"mapmusname")) {
lua_pushstring(L, mapmusname);
return 1;
} else if (fastcmp(word,"mapmusflags")) {
lua_pushinteger(L, mapmusflags);
return 1;
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
// local player variables, by popular request
} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
if (displayplayer < 0 || !playeringame[displayplayer])
return 0;
LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
return 0;
LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
return 1;
// end local player variables
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
return 0;
LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
return 1;
} else if (fastcmp(word,"emeralds")) {
lua_pushinteger(L, emeralds);
return 1;
} else if (fastcmp(word,"gravity")) {
lua_pushinteger(L, gravity);
return 1;
} else if (fastcmp(word,"VERSIONSTRING")) {
lua_pushstring(L, VERSIONSTRING);
return 1;
} else if (fastcmp(word, "token")) {
lua_pushinteger(L, token);
return 1;
}
return 0;
return LUA_PushGlobals(L, word);
}
int LUA_EnumLib(lua_State *L)

View File

@ -18,7 +18,9 @@
#include "w_wad.h"
#include "p_setup.h"
#include "r_state.h"
#include "r_sky.h"
#include "g_game.h"
#include "f_finale.h"
#include "byteptr.h"
#include "p_saveg.h"
#include "p_local.h"
@ -79,18 +81,230 @@ FUNCNORETURN static int LUA_Panic(lua_State *L)
#endif
}
// See lib_getenum in dehacked.c.
static boolean gamestateglobals(const char *csname, lua_State *L)
// Moved here from lib_getenum.
int LUA_PushGlobals(lua_State *L, const char *word)
{
if (fastcmp(csname,"redscore"))
if (fastcmp(word,"gamemap")) {
lua_pushinteger(L, gamemap);
return 1;
} else if (fastcmp(word,"maptol")) {
lua_pushinteger(L, maptol);
return 1;
} else if (fastcmp(word,"ultimatemode")) {
lua_pushboolean(L, ultimatemode != 0);
return 1;
} else if (fastcmp(word,"mariomode")) {
lua_pushboolean(L, mariomode != 0);
return 1;
} else if (fastcmp(word,"twodlevel")) {
lua_pushboolean(L, twodlevel != 0);
return 1;
} else if (fastcmp(word,"circuitmap")) {
lua_pushboolean(L, circuitmap);
return 1;
} else if (fastcmp(word,"netgame")) {
lua_pushboolean(L, netgame);
return 1;
} else if (fastcmp(word,"multiplayer")) {
lua_pushboolean(L, multiplayer);
return 1;
} else if (fastcmp(word,"modeattacking")) {
lua_pushboolean(L, modeattacking);
return 1;
} else if (fastcmp(word,"splitscreen")) {
lua_pushboolean(L, splitscreen);
return 1;
} else if (fastcmp(word,"gamecomplete")) {
lua_pushboolean(L, gamecomplete);
return 1;
} else if (fastcmp(word,"devparm")) {
lua_pushboolean(L, devparm);
return 1;
} else if (fastcmp(word,"modifiedgame")) {
lua_pushboolean(L, modifiedgame && !savemoddata);
return 1;
} else if (fastcmp(word,"menuactive")) {
lua_pushboolean(L, menuactive);
return 1;
} else if (fastcmp(word,"paused")) {
lua_pushboolean(L, paused);
return 1;
} else if (fastcmp(word,"bluescore")) {
lua_pushinteger(L, bluescore);
return 1;
} else if (fastcmp(word,"redscore")) {
lua_pushinteger(L, redscore);
return 1;
} else if (fastcmp(word,"timelimit")) {
lua_pushinteger(L, cv_timelimit.value);
return 1;
} else if (fastcmp(word,"pointlimit")) {
lua_pushinteger(L, cv_pointlimit.value);
return 1;
// begin map vars
} else if (fastcmp(word,"spstage_start")) {
lua_pushinteger(L, spstage_start);
return 1;
} else if (fastcmp(word,"sstage_start")) {
lua_pushinteger(L, sstage_start);
return 1;
} else if (fastcmp(word,"sstage_end")) {
lua_pushinteger(L, sstage_end);
return 1;
} else if (fastcmp(word,"smpstage_start")) {
lua_pushinteger(L, smpstage_start);
return 1;
} else if (fastcmp(word,"smpstage_end")) {
lua_pushinteger(L, smpstage_end);
return 1;
} else if (fastcmp(word,"titlemap")) {
lua_pushinteger(L, titlemap);
return 1;
} else if (fastcmp(word,"titlemapinaction")) {
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
return 1;
} else if (fastcmp(word,"bootmap")) {
lua_pushinteger(L, bootmap);
return 1;
} else if (fastcmp(word,"tutorialmap")) {
lua_pushinteger(L, tutorialmap);
return 1;
} else if (fastcmp(word,"tutorialmode")) {
lua_pushboolean(L, tutorialmode);
return 1;
// end map vars
// begin CTF colors
} else if (fastcmp(word,"skincolor_redteam")) {
lua_pushinteger(L, skincolor_redteam);
return 1;
} else if (fastcmp(word,"skincolor_blueteam")) {
lua_pushinteger(L, skincolor_blueteam);
return 1;
} else if (fastcmp(word,"skincolor_redring")) {
lua_pushinteger(L, skincolor_redring);
return 1;
} else if (fastcmp(word,"skincolor_bluering")) {
lua_pushinteger(L, skincolor_bluering);
return 1;
// end CTF colors
// begin timers
} else if (fastcmp(word,"invulntics")) {
lua_pushinteger(L, invulntics);
return 1;
} else if (fastcmp(word,"sneakertics")) {
lua_pushinteger(L, sneakertics);
return 1;
} else if (fastcmp(word,"flashingtics")) {
lua_pushinteger(L, flashingtics);
return 1;
} else if (fastcmp(word,"tailsflytics")) {
lua_pushinteger(L, tailsflytics);
return 1;
} else if (fastcmp(word,"underwatertics")) {
lua_pushinteger(L, underwatertics);
return 1;
} else if (fastcmp(word,"spacetimetics")) {
lua_pushinteger(L, spacetimetics);
return 1;
} else if (fastcmp(word,"extralifetics")) {
lua_pushinteger(L, extralifetics);
return 1;
} else if (fastcmp(word,"nightslinktics")) {
lua_pushinteger(L, nightslinktics);
return 1;
} else if (fastcmp(word,"gameovertics")) {
lua_pushinteger(L, gameovertics);
return 1;
} else if (fastcmp(word,"ammoremovaltics")) {
lua_pushinteger(L, ammoremovaltics);
return 1;
// end timers
} else if (fastcmp(word,"gametype")) {
lua_pushinteger(L, gametype);
return 1;
} else if (fastcmp(word,"gametyperules")) {
lua_pushinteger(L, gametyperules);
return 1;
} else if (fastcmp(word,"leveltime")) {
lua_pushinteger(L, leveltime);
return 1;
} else if (fastcmp(word,"curWeather")) {
lua_pushinteger(L, curWeather);
return 1;
} else if (fastcmp(word,"globalweather")) {
lua_pushinteger(L, globalweather);
return 1;
} else if (fastcmp(word,"levelskynum")) {
lua_pushinteger(L, levelskynum);
return 1;
} else if (fastcmp(word,"globallevelskynum")) {
lua_pushinteger(L, globallevelskynum);
return 1;
} else if (fastcmp(word,"mapmusname")) {
lua_pushstring(L, mapmusname);
return 1;
} else if (fastcmp(word,"mapmusflags")) {
lua_pushinteger(L, mapmusflags);
return 1;
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
// local player variables, by popular request
} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
if (displayplayer < 0 || !playeringame[displayplayer])
return 0;
LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
return 0;
LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
return 1;
// end local player variables
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
return 0;
LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
return 1;
} else if (fastcmp(word,"emeralds")) {
lua_pushinteger(L, emeralds);
return 1;
} else if (fastcmp(word,"gravity")) {
lua_pushinteger(L, gravity);
return 1;
} else if (fastcmp(word,"VERSIONSTRING")) {
lua_pushstring(L, VERSIONSTRING);
return 1;
} else if (fastcmp(word, "token")) {
lua_pushinteger(L, token);
return 1;
}
return 0;
}
// See the above.
int LUA_CheckGlobals(lua_State *L, const char *word)
{
if (fastcmp(word, "redscore"))
redscore = (UINT32)luaL_checkinteger(L, 2);
else if (fastcmp(csname,"bluescore"))
else if (fastcmp(word, "bluescore"))
bluescore = (UINT32)luaL_checkinteger(L, 2);
else
return false;
return 0;
// Global variable set, so return and don't error.
return true;
return 1;
}
// This function decides which global variables you are allowed to set.
@ -120,7 +334,7 @@ static int setglobals(lua_State *L)
return 0;
}
if (gamestateglobals(csname, L))
if (LUA_CheckGlobals(L, csname))
return 0;
Z_Free(name);

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@ -54,6 +54,8 @@ void LUA_InvalidatePlayer(player_t *player);
void LUA_Step(void);
void LUA_Archive(void);
void LUA_UnArchive(void);
int LUA_PushGlobals(lua_State *L, const char *word);
int LUA_CheckGlobals(lua_State *L, const char *word);
void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c
void LUA_CVarChanged(const char *name); // lua_consolelib.c
int Lua_optoption(lua_State *L, int narg,