Adding Lua
Adding Lua to Source is fairly straightforward, and you can set up multiple instances quite easily.
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)
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);
}
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;
}
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();
}
Finally, in your game rules constructor, instantiate a new LuaHandle:
CGameRules::CGameRules()
{
//other stuff here
// Start our LUA GamePlay Engine
if (!GetLuaHandle())
new MyLuaHandle();
}
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");
}
}