Files
source/lua/lwstring.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

270 lines
5.4 KiB
C++

#include "builddefines.h"
#include <Windows.h>
#include "MemMan.h"
#include "lwstring.h"
void luaWS_newlstr (lua_State *L, const CHAR16 *str, size_t l)
{
TWString *ts;
// Create and initialize this data
int size = sizewstring( l);
ts = (TWString*) lua_newuserdata( L, size );
ts->len = l;
memcpy( ts->data, str, size);
// Make this data a wstring
luaL_getmetatable(L, "wstring");
lua_setmetatable(L, -2);
}
// Create a string from a UTF-8 representation
// Called from LUA code
int LuaWStringFromUTF8( lua_State *L )
{
const CHAR8 *utf8 = luaL_checkstring( L, 1 );
STR16 str = NULL;
int len;
// Find out how long this needs to be
len = MultiByteToWideChar( CP_UTF8, 0, utf8, -1, str, 0);
str = (STR16) MemAlloc( len * sizeof(CHAR16));
// Get the string
MultiByteToWideChar( CP_UTF8, 0, utf8, -1, str, len);
luaWS_newlstr( L, str, len - 1);
MemFree( str);
return 1;
}
int LuaWStringByte( lua_State* L )
{
int start;
int stop;
int idx;
TWString *tw;
tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
start = luaL_optint( L, 2, 1 );
stop = luaL_optint( L, 3, 1 );
// This function in the char strings will return nothing if the params are out of bounds.
if (start < 1 || start >= tw->len ||
stop < start)
{
return 0;
}
if (stop >= tw->len)
{
stop = tw->len;
}
// Make these 0-based
start--;
for (idx = start; idx < stop; idx++)
{
lua_pushinteger( L, tw->data[ idx] );
}
return stop - start;
}
static int LuaWStringChar( lua_State *L )
{
int len = lua_gettop( L) + 1;
STR16 str = (STR16) MemAlloc( len * sizeof( CHAR16) );
int idx;
len--;
for( idx=0; idx<len; idx++)
{
str[ idx ] = luaL_checkint( L, idx + 1 );
}
str[ idx ] = 0;
luaWS_newlstr( L, str, len);
MemFree( str);
return 1;
}
static int LuaWStringFind( lua_State *L )
{
return 0;
}
static int LuaWStringFormat( lua_State *L )
{
return 0;
}
static int LuaWStringGMatch( lua_State *L )
{
return 0;
}
static int LuaWStringGSub( lua_State *L )
{
return 0;
}
static int LuaWStringLen( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
lua_pushinteger( L, tw->len );
return 1;
}
static int LuaWStringLower( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
int len = tw->len + 1;
STR16 str = (STR16) MemAlloc( len * sizeof( CHAR16) );
int idx;
for( idx=0; idx<len-1; idx++)
{
str[ idx ] = (CHAR16) towlower( tw->data[ idx ] );
}
str[ idx ] = 0;
luaWS_newlstr( L, str, len-1);
MemFree( str);
return 1;
}
static int LuaWStringMatch( lua_State *L )
{
return 0;
}
static int LuaWStringRep( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
int num = (luaL_checkint( L, 2) >= 0) ? lua_tointeger( L, 2) : 0;
int len = tw->len * num + 1;
STR16 str = (STR16) MemAlloc( len * sizeof( CHAR16) );
int idx;
if (num > 0)
{
wcscpy( str, tw->data);
}
for( idx=1; idx<num; idx++)
{
wcscat( str, tw->data);
}
luaWS_newlstr( L, str, len-1);
MemFree( str);
return 1;
}
static int LuaWStringReverse( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
int len = tw->len + 1;
STR16 str = (STR16) MemAlloc( len * sizeof( CHAR16) );
int idx;
for( idx=0; idx<len-1; idx++)
{
str[ idx ] = tw->data[ tw->len - idx - 1 ];
}
str[ idx ] = 0;
luaWS_newlstr( L, str, len-1);
MemFree( str);
return 1;
}
static int LuaWStringSub( lua_State *L )
{
return 0;
}
static int LuaWStringUpper( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
int len = tw->len + 1;
STR16 str = (STR16) MemAlloc( len * sizeof( CHAR16) );
int idx;
for( idx=0; idx<len-1; idx++)
{
str[ idx ] = (CHAR16) towupper( tw->data[ idx ] );
}
str[ idx ] = 0;
luaWS_newlstr( L, str, len-1);
MemFree( str);
return 1;
}
static int LuaWStringToString( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
int len = tw->len;
int newlen;
STR8 newstr = NULL;
newlen = WideCharToMultiByte( CP_UTF8, 0, tw->data, -1, newstr, 0, NULL, NULL);
newstr = (STR8) MemAlloc( newlen);
WideCharToMultiByte( CP_UTF8, 0, tw->data, -1, newstr, newlen, NULL, NULL);
lua_pushstring( L, newstr);
MemFree( newstr);
return 1;
}
static int LuaWStringIndex( lua_State *L )
{
TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
const CHAR8 *idx = luaL_checkstring( L, 2 );
// Disqualify metafunctions
if ( idx[0] == '_' && idx[1] == '_' )
{
lua_pushnil( L );
return 1;
}
lua_getmetatable( L, 1 );
lua_insert( L, 2 );
lua_rawget( L, 2 );
return 1;
}
luaL_Reg WStringMethods[] = {
// Constructors
{ "fromUTF8", LuaWStringFromUTF8, },
// String-specific
{ "byte", LuaWStringByte, },
{ "char", LuaWStringChar, },
{ "find", LuaWStringFind, },
{ "format", LuaWStringFormat, },
{ "gmatch", LuaWStringGMatch, },
{ "gsub", LuaWStringGSub, },
{ "len", LuaWStringLen, },
{ "lower", LuaWStringLower, },
{ "match", LuaWStringMatch, },
{ "rep", LuaWStringRep, },
{ "reverse", LuaWStringReverse, },
{ "sub", LuaWStringSub, },
{ "upper", LuaWStringUpper, },
// Special functions
{ "__tostring", LuaWStringToString, },
{ "__index", LuaWStringIndex, },
{ NULL, },
};