Counter Strike : Global Offensive Source Code
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//========== Copyright (c) 2008, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "vscript_client.h"
#include "icommandline.h"
#include "tier1/utlbuffer.h"
#include "tier1/fmtstr.h"
#include "filesystem.h"
#include "characterset.h"
#include "isaverestore.h"
#include "gamerules.h"
#include "vscript_client_nut.h"
#if defined ( PORTAL2 )
#include "usermessages.h"
#include "hud_macros.h"
#endif
extern IScriptManager *scriptmanager;
extern ScriptClassDesc_t * GetScriptDesc( CBaseEntity * );
// #define VMPROFILE 1
#ifdef VMPROFILE
#define VMPROF_START double debugStartTime = Plat_FloatTime();
#define VMPROF_SHOW( funcname, funcdesc ) DevMsg("***VSCRIPT PROFILE***: %s %s: %6.4f milliseconds\n", (##funcname), (##funcdesc), (Plat_FloatTime() - debugStartTime)*1000.0 );
#else // !VMPROFILE
#define VMPROF_START
#define VMPROF_SHOW
#endif // VMPROFILE
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
static float Time()
{
return gpGlobals->curtime;
}
static const char *GetMapName()
{
return engine->GetLevelName();
}
static const char *DoUniqueString( const char *pszBase )
{
static char szBuf[512];
g_pScriptVM->GenerateUniqueKey( pszBase, szBuf, ARRAYSIZE(szBuf) );
return szBuf;
}
bool DoIncludeScript( const char *pszScript, HSCRIPT hScope )
{
if ( !VScriptRunScript( pszScript, hScope, true ) )
{
g_pScriptVM->RaiseException( CFmtStr( "Failed to include script \"%s\"", ( pszScript ) ? pszScript : "unknown" ) );
return false;
}
return true;
}
int GetDeveloperLevel()
{
return developer.GetInt();
}
bool VScriptClientInit()
{
VMPROF_START
if( scriptmanager != NULL )
{
ScriptLanguage_t scriptLanguage = SL_DEFAULT;
char const *pszScriptLanguage;
if ( CommandLine()->CheckParm( "-scriptlang", &pszScriptLanguage ) )
{
if( !Q_stricmp(pszScriptLanguage, "gamemonkey") )
{
scriptLanguage = SL_GAMEMONKEY;
}
else if( !Q_stricmp(pszScriptLanguage, "squirrel") )
{
scriptLanguage = SL_SQUIRREL;
}
else if( !Q_stricmp(pszScriptLanguage, "python") )
{
scriptLanguage = SL_PYTHON;
}
else
{
DevWarning("-scriptlang does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
scriptLanguage = SL_NONE;
}
}
if( scriptLanguage != SL_NONE )
{
if ( g_pScriptVM == NULL )
g_pScriptVM = scriptmanager->CreateVM( scriptLanguage );
if( g_pScriptVM )
{
Log_Msg( LOG_VScript, "VSCRIPT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
ScriptRegisterFunction( g_pScriptVM, GetMapName, "Get the name of the map.");
ScriptRegisterFunction( g_pScriptVM, Time, "Get the current server time" );
ScriptRegisterFunction( g_pScriptVM, DoIncludeScript, "Execute a script (internal)" );
ScriptRegisterFunction( g_pScriptVM, GetDeveloperLevel, "Gets the level of 'develoer'" );
if ( GameRules() )
{
GameRules()->RegisterScriptFunctions();
}
//g_pScriptVM->RegisterInstance( &g_ScriptEntityIterator, "Entities" );
if ( scriptLanguage == SL_SQUIRREL )
{
g_pScriptVM->Run( g_Script_vscript_client );
}
VScriptRunScript( "mapspawn", false );
VMPROF_SHOW( pszScriptLanguage, "virtual machine startup" );
return true;
}
else
{
DevWarning("VM Did not start!\n");
}
}
}
else
{
Log_Msg( LOG_VScript, "\nVSCRIPT: Scripting is disabled.\n" );
}
g_pScriptVM = NULL;
return false;
}
void VScriptClientTerm()
{
if( g_pScriptVM != NULL )
{
if( g_pScriptVM )
{
scriptmanager->DestroyVM( g_pScriptVM );
g_pScriptVM = NULL;
}
}
}
class CVScriptGameSystem : public CAutoGameSystemPerFrame
{
public:
// Inherited from IAutoServerSystem
virtual void LevelInitPreEntity( void )
{
// <sergiy> Note: we may need script VM garbage collection at this point in the future. Currently, VM does not persist
// across level boundaries. GC is not necessary because our scripts are supposed to never create circular references
// and everything else is handled with ref counting. For the case of bugs creating circular references, the plan is to add
// diagnostics that detects such loops and warns the developer.
m_bAllowEntityCreationInScripts = true;
VScriptClientInit();
}
virtual void LevelInitPostEntity( void )
{
m_bAllowEntityCreationInScripts = false;
}
virtual void LevelShutdownPostEntity( void )
{
VScriptClientTerm();
}
virtual void FrameUpdatePostEntityThink()
{
if ( g_pScriptVM )
g_pScriptVM->Frame( gpGlobals->frametime );
}
bool m_bAllowEntityCreationInScripts;
};
CVScriptGameSystem g_VScriptGameSystem;
bool IsEntityCreationAllowedInScripts( void )
{
return g_VScriptGameSystem.m_bAllowEntityCreationInScripts;
}
#if defined ( PORTAL2 )
void __MsgFunc_SetMixLayerTriggerFactor( bf_read &msg )
{
char buf[MAX_PATH];
msg.ReadString( buf, ARRAYSIZE( buf ), false );
int iLayerID = engine->GetMixLayerIndex( buf );
if ( iLayerID < 0 )
{
Warning( "Invalid mix layer passed to SetMixLayerTriggerFactor: '%s'\n", buf );
return;
}
msg.ReadString( buf, ARRAYSIZE( buf ), false );
int iGroupID = engine->GetMixGroupIndex( buf );
if ( iGroupID < 0 )
{
Warning( "Invalid mix group passed to SetMixLayerTriggerFactor: '%s'\n", buf );
return;
}
engine->SetMixLayerTriggerFactor( iLayerID, iGroupID, msg.ReadFloat() );
}
class CSetMixLayerTriggerHelper : public CAutoGameSystem
{
virtual bool Init()
{
for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
HOOK_MESSAGE( SetMixLayerTriggerFactor );
}
return true;
}
};
static CSetMixLayerTriggerHelper g_SetMixLayerTriggerHelper;
#endif