Adding Lua

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Adding Lua Lua to Source Source is fairly straightforward, and you can set up multiple instances quite easily.

Note.pngNote:This tutorial is mainly aimed at people building Source SDK 2013 using Visual Studio 2013 on Windows. The steps may be quite different for Linux.

Prerequisites

You'll need to download and add Lua to your SDK project:

  • Go to the LuaBinaries Sourceforge
  • Click the latest version > Windows Libraries > Static, and pick one that uses Win32.
  • Extract it, and add the header files that are located in it's "include" directory to your Server project.
  • Move the Lua Library (.lib) to somewhere in 🖿src/lib

Add these two source files to your project:

Project Settings

Right click your Server project, and click Properties, then:

  • Add the Lua Library to linker dependencies. (Linker -> Input -> Additional Dependencies)
  • Add GE_LUA to your preprocessor definitions. (C/C++ -> Preprocessor -> Preprocessor Definitions)
Note.pngNote:Don't forget to do these for both the Release and Debug configurations.

Initializing Lua

In 🖿src/game/server/gameinterface.cpp, you'll need to include ge_luamanager.h:

#ifdef GE_LUA
#include "ge_luamanager.h"
#endif

Insert this into CServerGameDLL::DLLInit, right before the return true statement:

#ifdef GE_LUA
	// Start LUA
	GELua()->InitDll();
#endif

And in the CServerGameDLL::DLLShutdown method, add this:

#ifdef GE_LUA
	// Shutdown LUA, close all open gameplays
	GELua()->ShutdownDll();
#endif

Writing Your Own Lua Instance

You will need to write your own class that inherits from LuaHandle and provides functionality for the methods: Init, Shutdown, RegFunctions and RegGlobals.

class MyLuaHandle : LuaHandle {
public:
	MyLuaHandle();
	~MyLuaHandle();
	void Init();
	void Shutdown();
	void RegFunctions();
	void RegGlobals();
}

Init

Init is called after Lua gets initialized, and this provides the best place to load your script.

void MyLuaHandle::Init()
{
	const char* luaFile = "myLuaFile.lua";

	//Load into buffer
	FileHandle_t f = filesystem->Open( luaFile, "rb", "MOD" );
	if (!f)
		return;

	// load file into a null-terminated buffer
	int fileSize = filesystem->Size(f);
	unsigned bufSize = ((IFileSystem *)filesystem)->GetOptimalReadSize( f, fileSize + 1 );

	char *buffer = (char*)((IFileSystem *)filesystem)->AllocOptimalReadBuffer( f, bufSize );
	Assert(buffer);

	((IFileSystem *)filesystem)->ReadEx( buffer, bufSize, fileSize, f ); // read into local buffer
	buffer[fileSize] = '\0'; // null terminate file as EOF
	filesystem->Close( f );	// close file after reading

	int error = luaL_loadbuffer( GetLua(), buffer, fileSize, luaFile );
	if (error)
	{
		Warning("[LUA-ERR] %s\n", lua_tostring(GetLua(), -1));
		lua_pop(GetLua(), 1);  /* pop error message from the stack */
		Warning("[LUA-ERR] One or more errors occured while loading lua script!\n");
		return;
	}
	CallLUA(GetLua(), 0, LUA_MULTRET, 0, luaFile );
	m_bLuaLoaded = true;
}

Shutdown

Shutdown handles the shutting down of Lua, and should do things like call any shutdown functions in your script.

void MyLuaHandle::Shutdown()
{
// Do stuff
}

RegGlobals

RegGlobals allows us to register global variables in Lua.

void MyLuaHandle::RegGlobals()
{
	LG_DEFINE_INT("FOR_ALL_PLAYERS", -1);
	LG_DEFINE_INT("INVALID_ENTITY", -1);
	LG_DEFINE_INT("NULL", 0);
	LG_DEFINE_INT("GE_MAX_HEALTH", MAX_HEALTH);
	LG_DEFINE_INT("GE_MAX_ARMOR", MAX_ARMOR);
	LG_DEFINE_INT("MAX_PLAYERS", gpGlobals->maxClients);

	//Team Indices
	LG_DEFINE_INT("TEAM_NONE",TEAM_UNASSIGNED);
	LG_DEFINE_INT("TEAM_SPECTATOR",TEAM_SPECTATOR);
	LG_DEFINE_INT("TEAM_MI6",TEAM_MI6);
	LG_DEFINE_INT("TEAM_JANUS",TEAM_JANUS);

	//ClientPrintAll Types
	LG_DEFINE_INT("HUD_PRINTNOTIFY",HUD_PRINTNOTIFY);
	LG_DEFINE_INT("HUD_PRINTCONSOLE",HUD_PRINTCONSOLE);
	LG_DEFINE_INT("HUD_PRINTTALK",HUD_PRINTTALK);
	LG_DEFINE_INT("HUD_PRINTCENTER",HUD_PRINTCENTER);
}
Note.pngNote:The macros provided allow for different types as well. LG_DEFINE_INT for int, LG_DEFINE_STRING for string and LG_DEFINE_BOOL for boolean.

RegFunctions

RegFunctions is where you put any and all C functions that you want to expose to Lua.

void MyLuaHandle::RegFunctions()
{
	REG_FUNCTION( Msg );
	REG_FUNCTION( ConMsg );
	REG_FUNCTION( ClientPrintAll );
	REG_FUNCTION( GetTime );
}
extern "C"
{
	#include <lua.h>
	#include <lauxlib.h>
	#include <lualib.h>
}

int luaClientPrintAll(lua_State *L)
{
	int n = lua_gettop(L);    /* number of arguments */
	switch(n)
	{
	case 2:
		UTIL_ClientPrintAll( lua_tointeger(L,1), lua_tostring(L,2));
		break;
	case 3:
		UTIL_ClientPrintAll( lua_tointeger(L,1), lua_tostring(L,2),lua_tostring(L,3));
		break;
	case 4:
		UTIL_ClientPrintAll( lua_tointeger(L,1), lua_tostring(L,2),lua_tostring(L,3),lua_tostring(L,4));
		break;
	case 5:
		UTIL_ClientPrintAll( lua_tointeger(L,1), lua_tostring(L,2),lua_tostring(L,3),lua_tostring(L,4),lua_tostring(L,5));
		break;
	case 6:
		UTIL_ClientPrintAll( lua_tointeger(L,1), lua_tostring(L,2),lua_tostring(L,3),lua_tostring(L,4),lua_tostring(L,5),lua_tostring(L,6));
		break;
	}
	return 0;
}

int luaMsg(lua_State *L)
{
	Msg("%s\n",lua_tostring(L,1));
	return 0;
}

int luaConMsg(lua_State *L)
{
	return luaMsg(L);
}

int luaGetTime(lua_State *L)
{
	lua_pushnumber( L, gpGlobals->curtime );
	return 1;
}
Note.pngNote:All functions that are registered in "RegFunctions" must have their actual function definition names prefixed with "lua".

Creating The Instance

You'll need to add a function allowing global access to your Lua instance. Add something like this:

LuaHandle* g_LuaHandle = NULL;
LuaHandle* GetLuaHandle()
{
	return g_LuaHandle;
}

In the constructor of your LuaHandle, add a call to set the global access pointer to your instance when you make a new one:

MyLuaHandle::MyLuaHandle() : LuaHandle()
{
	g_LuaHandle = this;
	Register();
}
Note.pngNote:Ensure that the Register function is called or else it will not work!

Finally, in your game rules constructor, instantiate a new LuaHandle:

CGameRules::CGameRules()
{

	//other stuff here

	// Start our LUA GamePlay Engine
	if (!GetLuaHandle())
		new MyLuaHandle();
}
PlacementTip.pngExample:CHalfLife2::CHalfLife2() in src/game/shared/hl2/hl2_gamerules.cpp

Calling Lua functions from C

You may need to consult the Lua documents for this, but here is an example on how you might do something like it:

Lua:

function RoundStart()
	Msg("The round has started!")
end

C:

void PostRoundBegin()
{
	LuaHandle* lh = GetLuaHandle();
	if (lh && lh->m_bLuaLoaded)
	{
		lua_getglobal(lh->GetLua(), "RoundStart");
		CallLUA(lh->GetLua(), 0, 0, 0, "RoundStart");
	}
}