Merge branch 'master' of github.com:JapaMala/dfhack

develop
JapaMala 2014-06-13 21:16:31 +05:30
commit 2779290b70
164 changed files with 6297 additions and 1570 deletions

3
.gitignore vendored

@ -64,3 +64,6 @@ build/CPack*Config.cmake
# ctags file
tags
# Mac OS X .DS_Store files
.DS_Store

10
.gitmodules vendored

@ -1,15 +1,15 @@
[submodule "plugins/stonesense"]
path = plugins/stonesense
url = git://github.com/peterix/stonesense.git
url = git://github.com/DFHack/stonesense.git
[submodule "plugins/isoworld"]
path = plugins/isoworld
url = git://github.com/peterix/isoworld.git
url = git://github.com/DFHack/isoworld.git
[submodule "plugins/df2mc"]
path = plugins/df2mc
url = git://github.com/peterix/DF2MC.git
url = git://github.com/DFHack/DF2MC.git
[submodule "library/xml"]
path = library/xml
url = git://github.com/peterix/df-structures.git
url = git://github.com/DFHack/df-structures.git
[submodule "depends/clsocket"]
path = depends/clsocket
url = git://github.com/peterix/clsocket.git
url = git://github.com/DFHack/clsocket.git

@ -3,13 +3,13 @@
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Docutils 0.10: http://docutils.sourceforge.net/" />
<meta name="generator" content="Docutils 0.11: http://docutils.sourceforge.net/" />
<title>Building DFHACK</title>
<style type="text/css">
/*
:Author: David Goodger (goodger@python.org)
:Id: $Id: html4css1.css 7514 2012-09-14 14:27:12Z milde $
:Id: $Id: html4css1.css 7614 2013-02-21 15:55:51Z milde $
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@ -313,6 +313,21 @@ table.docutils th.field-name, table.docinfo th.docinfo-name {
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h4 tt.docutils, h5 tt.docutils, h6 tt.docutils {
font-size: 100% }
@ -333,26 +348,27 @@ ul.auto-toc {
<li><a class="reference internal" href="#how-to-get-the-code" id="id5">How to get the code</a></li>
<li><a class="reference internal" href="#dependencies" id="id6">Dependencies</a></li>
<li><a class="reference internal" href="#build" id="id7">Build</a></li>
<li><a class="reference internal" href="#fixing-the-libstdc-version-bug" id="id8">Fixing the libstdc++ version bug</a></li>
</ul>
</li>
<li><a class="reference internal" href="#mac-os-x" id="id8">Mac OS X</a><ul>
<li><a class="reference internal" href="#snow-leopard-changes" id="id9">Snow Leopard Changes</a></li>
<li><a class="reference internal" href="#mac-os-x" id="id9">Mac OS X</a><ul>
<li><a class="reference internal" href="#snow-leopard-changes" id="id10">Snow Leopard Changes</a></li>
</ul>
</li>
<li><a class="reference internal" href="#windows" id="id10">Windows</a><ul>
<li><a class="reference internal" href="#id1" id="id11">How to get the code</a></li>
<li><a class="reference internal" href="#id2" id="id12">Dependencies</a></li>
<li><a class="reference internal" href="#id3" id="id13">Build</a></li>
<li><a class="reference internal" href="#windows" id="id11">Windows</a><ul>
<li><a class="reference internal" href="#id1" id="id12">How to get the code</a></li>
<li><a class="reference internal" href="#id2" id="id13">Dependencies</a></li>
<li><a class="reference internal" href="#id3" id="id14">Build</a></li>
</ul>
</li>
<li><a class="reference internal" href="#build-types" id="id14">Build types</a></li>
<li><a class="reference internal" href="#using-the-library-as-a-developer" id="id15">Using the library as a developer</a><ul>
<li><a class="reference internal" href="#df-data-structure-definitions" id="id16">DF data structure definitions</a></li>
<li><a class="reference internal" href="#remote-access-interface" id="id17">Remote access interface</a></li>
<li><a class="reference internal" href="#contributing-to-dfhack" id="id18">Contributing to DFHack</a><ul>
<li><a class="reference internal" href="#coding-style" id="id19">Coding style</a></li>
<li><a class="reference internal" href="#how-to-get-new-code-into-dfhack" id="id20">How to get new code into DFHack</a></li>
<li><a class="reference internal" href="#memory-research" id="id21">Memory research</a></li>
<li><a class="reference internal" href="#build-types" id="id15">Build types</a></li>
<li><a class="reference internal" href="#using-the-library-as-a-developer" id="id16">Using the library as a developer</a><ul>
<li><a class="reference internal" href="#df-data-structure-definitions" id="id17">DF data structure definitions</a></li>
<li><a class="reference internal" href="#remote-access-interface" id="id18">Remote access interface</a></li>
<li><a class="reference internal" href="#contributing-to-dfhack" id="id19">Contributing to DFHack</a><ul>
<li><a class="reference internal" href="#coding-style" id="id20">Coding style</a></li>
<li><a class="reference internal" href="#how-to-get-new-code-into-dfhack" id="id21">How to get new code into DFHack</a></li>
<li><a class="reference internal" href="#memory-research" id="id22">Memory research</a></li>
</ul>
</li>
</ul>
@ -407,9 +423,26 @@ extra options.</p>
<p>You can also use a cmake-friendly IDE like KDevelop 4 or the cmake-gui
program.</p>
</div>
<div class="section" id="fixing-the-libstdc-version-bug">
<h2><a class="toc-backref" href="#id8">Fixing the libstdc++ version bug</a></h2>
<p>When compiling dfhack yourself, it builds against your system libc.
When Dwarf Fortress runs, it uses a libstdc++ shipped with the binary, which
is usually way older, and incompatible with your dfhack. This manifests with
the error message:</p>
<pre class="literal-block">
./libs/Dwarf_Fortress: /pathToDF/libs/libstdc++.so.6: version
`GLIBCXX_3.4.15' not found (required by ./hack/libdfhack.so)
</pre>
<p>To fix this, simply remove the libstdc++ shipped with DF, it will fall back
to your system lib and everything will work fine:</p>
<pre class="literal-block">
cd /path/to/DF/
rm libs/libstdc++.so.6
</pre>
</div>
</div>
<div class="section" id="mac-os-x">
<h1><a class="toc-backref" href="#id8">Mac OS X</a></h1>
<h1><a class="toc-backref" href="#id9">Mac OS X</a></h1>
<p>If you are building on 10.6, please read the subsection below titled &quot;Snow Leopard Changes&quot; FIRST.</p>
<ol class="arabic">
<li><p class="first">Download and unpack a copy of the latest DF</p>
@ -418,16 +451,27 @@ program.</p>
</li>
<li><p class="first">Open Xcode, go to Preferences &gt; Downloads, and install the Command Line Tools.</p>
</li>
<li><p class="first">Install MacPorts.</p>
</li>
<li><p class="first">Install dependencies from MacPorts:</p>
<ul>
<li><p class="first"><tt class="docutils literal">sudo port install gcc45 +universal cmake +universal <span class="pre">git-core</span> +universal</tt></p>
<p>This will take some time—maybe hours, depending on your machine.</p>
</li>
<li><p class="first">At some point during this process, it may ask you to install a Java environment; let it do so.</p>
</li>
<li><p class="first">Install dependencies</p>
<blockquote>
<p>Option 1: Using MacPorts:</p>
<blockquote>
<ul class="simple">
<li><a class="reference external" href="http://www.macports.org/">Install MacPorts</a></li>
<li>Run <tt class="docutils literal">sudo port install gcc45 +universal cmake +universal <span class="pre">git-core</span> +universal</tt>
This will take some time—maybe hours, depending on your machine.</li>
</ul>
<p>At some point during this process, it may ask you to install a Java environment; let it do so.</p>
</blockquote>
<p>Option 2: Using Homebrew:</p>
<blockquote>
<ul class="simple">
<li><a class="reference external" href="http://brew.sh/">Install Homebrew</a> and run:</li>
<li><tt class="docutils literal">brew install git</tt></li>
<li><tt class="docutils literal">brew install cmake</tt></li>
<li><tt class="docutils literal">brew install gcc45 <span class="pre">--enable-multilib</span></tt></li>
</ul>
</blockquote>
</blockquote>
</li>
<li><p class="first">Install perl dependencies</p>
<blockquote>
@ -451,12 +495,26 @@ git submodule init
git submodule update
</pre>
</li>
<li><p class="first">Set environment variables:</p>
</li>
</ol>
<blockquote>
<p>Macports:</p>
<pre class="literal-block">
export CC=/opt/local/bin/gcc-mp-4.5
export CXX=/opt/local/bin/g++-mp-4.5
</pre>
<p>Homebrew:</p>
<pre class="literal-block">
export CC=/usr/local/bin/gcc-4.5
export CXX=/usr/local/bin/g++-4.5
</pre>
</blockquote>
<ol class="arabic" start="8">
<li><p class="first">Build dfhack:</p>
<pre class="literal-block">
mkdir build-osx
cd build-osx
export CC=/opt/local/bin/gcc-mp-4.5
export CXX=/opt/local/bin/g++-mp-4.5
cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/path/to/DF/directory
make
make install
@ -464,7 +522,7 @@ make install
</li>
</ol>
<div class="section" id="snow-leopard-changes">
<h2><a class="toc-backref" href="#id9">Snow Leopard Changes</a></h2>
<h2><a class="toc-backref" href="#id10">Snow Leopard Changes</a></h2>
<ol class="arabic">
<li><dl class="first docutils">
<dt>Add a step 6.2a (before Install XML::LibXSLT)::</dt>
@ -487,10 +545,10 @@ make install
</div>
</div>
<div class="section" id="windows">
<h1><a class="toc-backref" href="#id10">Windows</a></h1>
<h1><a class="toc-backref" href="#id11">Windows</a></h1>
<p>On Windows, DFHack replaces the SDL library distributed with DF.</p>
<div class="section" id="id1">
<h2><a class="toc-backref" href="#id11">How to get the code</a></h2>
<h2><a class="toc-backref" href="#id12">How to get the code</a></h2>
<p>DFHack doesn't have any kind of system of code snapshots in place, so you will have to get code from the github repository using git.
You will need some sort of Windows port of git, or a GUI. Some examples:</p>
<blockquote>
@ -511,13 +569,14 @@ git submodule update
<p>If you want to get really involved with the development, create an account on github, make a clone there and then use that as your remote repository instead. Detailed instructions are beyond the scope of this document. If you need help, join us on IRC (#dfhack channel on freenode).</p>
</div>
<div class="section" id="id2">
<h2><a class="toc-backref" href="#id12">Dependencies</a></h2>
<h2><a class="toc-backref" href="#id13">Dependencies</a></h2>
<p>First, you need <tt class="docutils literal">cmake</tt>. Get the win32 installer version from the official
site: <a class="reference external" href="http://www.cmake.org/cmake/resources/software.html">http://www.cmake.org/cmake/resources/software.html</a></p>
<p>It has the usual installer wizard. Make sure you let it add its binary folder
to your binary search PATH so the tool can be later run from anywhere.</p>
<p>You'll need a copy of Microsoft Visual C++ 2010. The Express version is sufficient.
Grab it from Microsoft's site.</p>
<p>You'll also need the Visual Studio 2010 SP1 update.</p>
<p>For the code generation parts, you'll need perl and XML::LibXML. You can install them like this:</p>
<ul class="simple">
<li>download and install strawberry perl from <a class="reference external" href="http://strawberryperl.com/">http://strawberryperl.com/</a></li>
@ -528,7 +587,7 @@ Grab it from Microsoft's site.</p>
<p>If you already have a different version of perl (for example the one from cygwin), you can run into some trouble. Either remove the other perl install from PATH, or install libxml and libxslt for it instead. Strawberry perl works though and has all the required packages.</p>
</div>
<div class="section" id="id3">
<h2><a class="toc-backref" href="#id13">Build</a></h2>
<h2><a class="toc-backref" href="#id14">Build</a></h2>
<p>There are several different batch files in the <tt class="docutils literal">build</tt> folder along with a script that's used for picking the DF path.</p>
<p>First, run set_df_path.vbs and point the dialog that pops up at your DF folder that you want to use for development.
Next, run one of the scripts with <tt class="docutils literal">generate</tt> prefix. These create the MSVC solution file(s):</p>
@ -550,7 +609,7 @@ So pick either Release or RelWithDebInfo build and build the INSTALL target.</p>
</div>
</div>
<div class="section" id="build-types">
<h1><a class="toc-backref" href="#id14">Build types</a></h1>
<h1><a class="toc-backref" href="#id15">Build types</a></h1>
<p><tt class="docutils literal">cmake</tt> allows you to pick a build type by changing this
variable: <tt class="docutils literal">CMAKE_BUILD_TYPE</tt></p>
<pre class="literal-block">
@ -562,7 +621,7 @@ cmake .. -DCMAKE_BUILD_TYPE:string=BUILD_TYPE
'RelWithDebInfo'. 'Debug' is not available on Windows.</p>
</div>
<div class="section" id="using-the-library-as-a-developer">
<h1><a class="toc-backref" href="#id15">Using the library as a developer</a></h1>
<h1><a class="toc-backref" href="#id16">Using the library as a developer</a></h1>
<p>Currently, the most direct way to use the library is to write a plugin that can be loaded by it.
All the plugins can be found in the 'plugins' folder. There's no in-depth documentation
on how to write one yet, but it should be easy enough to copy one and just follow the pattern.</p>
@ -580,29 +639,29 @@ The main license is zlib/libpng, some bits are MIT licensed, and some are BSD li
<p>Feel free to add your own extensions and plugins. Contributing back to
the dfhack repository is welcome and the right thing to do :)</p>
<div class="section" id="df-data-structure-definitions">
<h2><a class="toc-backref" href="#id16">DF data structure definitions</a></h2>
<h2><a class="toc-backref" href="#id17">DF data structure definitions</a></h2>
<p>DFHack uses information about the game data structures, represented via xml files in the library/xml/ submodule.</p>
<p>Data structure layouts are described in files following the df.*.xml name pattern. This information is transformed by a perl script into C++ headers describing the structures, and associated metadata for the Lua wrapper. These headers and data are then compiled into the DFHack libraries, thus necessitating a compatibility break every time layouts change; in return it significantly boosts the efficiency and capabilities of DFHack code.</p>
<p>Global object addresses are stored in symbols.xml, which is copied to the dfhack release package and loaded as data at runtime.</p>
</div>
<div class="section" id="remote-access-interface">
<h2><a class="toc-backref" href="#id17">Remote access interface</a></h2>
<h2><a class="toc-backref" href="#id18">Remote access interface</a></h2>
<p>DFHack supports remote access by exchanging Google protobuf messages via a TCP socket. Both the core and plugins can define remotely accessible methods. The <tt class="docutils literal"><span class="pre">dfhack-run</span></tt> command uses this interface to invoke ordinary console commands.</p>
<p>Currently the supported set of requests is limited, because the developers don't know what exactly is most useful.</p>
<p>Protocol client implementations exist for Java and C#.</p>
</div>
<div class="section" id="contributing-to-dfhack">
<h2><a class="toc-backref" href="#id18">Contributing to DFHack</a></h2>
<h2><a class="toc-backref" href="#id19">Contributing to DFHack</a></h2>
<p>Several things should be kept in mind when contributing to DFHack.</p>
<div class="section" id="coding-style">
<h3><a class="toc-backref" href="#id19">Coding style</a></h3>
<h3><a class="toc-backref" href="#id20">Coding style</a></h3>
<p>DFhack uses ANSI formatting and four spaces as indentation. Line
endings are UNIX. The files use UTF-8 encoding. Code not following this
won't make me happy, because I'll have to fix it. There's a good chance
I'll make <em>you</em> fix it ;)</p>
</div>
<div class="section" id="how-to-get-new-code-into-dfhack">
<h3><a class="toc-backref" href="#id20">How to get new code into DFHack</a></h3>
<h3><a class="toc-backref" href="#id21">How to get new code into DFHack</a></h3>
<p>You can send patches or make a clone of the github repo and ask me on
the IRC channel to pull your code in. I'll review it and see if there
are any problems. I'll fix them if they are minor.</p>
@ -612,7 +671,7 @@ this is also a good place to dump new ideas and/or bugs that need
fixing.</p>
</div>
<div class="section" id="memory-research">
<h3><a class="toc-backref" href="#id21">Memory research</a></h3>
<h3><a class="toc-backref" href="#id22">Memory research</a></h3>
<p>If you want to do memory research, you'll need some tools and some knowledge.
In general, you'll need a good memory viewer and optionally something
to look at machine code without getting crazy :)</p>

@ -89,16 +89,24 @@ If you are building on 10.6, please read the subsection below titled "Snow Leopa
1. Download and unpack a copy of the latest DF
2. Install Xcode from Mac App Store
3. Open Xcode, go to Preferences > Downloads, and install the Command Line Tools.
4. Install MacPorts.
5. Install dependencies from MacPorts:
4. Install dependencies
* ``sudo port install gcc45 +universal cmake +universal git-core +universal``
Option 1: Using MacPorts:
* `Install MacPorts <http://www.macports.org/>`_
* Run ``sudo port install gcc45 +universal cmake +universal git-core +universal``
This will take some time—maybe hours, depending on your machine.
* At some point during this process, it may ask you to install a Java environment; let it do so.
At some point during this process, it may ask you to install a Java environment; let it do so.
6. Install perl dependencies
Option 2: Using Homebrew:
* `Install Homebrew <http://brew.sh/>`_ and run:
* ``brew install git``
* ``brew install cmake``
* ``brew install gcc45 --enable-multilib``
5. Install perl dependencies
1. ``sudo cpan``
@ -108,19 +116,29 @@ If you are building on 10.6, please read the subsection below titled "Snow Leopa
2. ``install XML::LibXML``
3. ``install XML::LibXSLT``
7. Get the dfhack source::
6. Get the dfhack source::
git clone https://github.com/danaris/dfhack.git
cd dfhack
git submodule init
git submodule update
7. Set environment variables:
Macports::
export CC=/opt/local/bin/gcc-mp-4.5
export CXX=/opt/local/bin/g++-mp-4.5
Homebrew::
export CC=/usr/local/bin/gcc-4.5
export CXX=/usr/local/bin/g++-4.5
8. Build dfhack::
mkdir build-osx
cd build-osx
export CC=/opt/local/bin/gcc-mp-4.5
export CXX=/opt/local/bin/g++-mp-4.5
cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/path/to/DF/directory
make
make install
@ -174,6 +192,8 @@ to your binary search PATH so the tool can be later run from anywhere.
You'll need a copy of Microsoft Visual C++ 2010. The Express version is sufficient.
Grab it from Microsoft's site.
You'll also need the Visual Studio 2010 SP1 update.
For the code generation parts, you'll need perl and XML::LibXML. You can install them like this:
* download and install strawberry perl from http://strawberryperl.com/

@ -3,13 +3,13 @@
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Docutils 0.9.1: http://docutils.sourceforge.net/" />
<meta name="generator" content="Docutils 0.11: http://docutils.sourceforge.net/" />
<title>Contributors</title>
<style type="text/css">
/*
:Author: David Goodger (goodger@python.org)
:Id: $Id: html4css1.css 7434 2012-05-11 21:06:27Z milde $
:Id: $Id: html4css1.css 7614 2013-02-21 15:55:51Z milde $
:Copyright: This stylesheet has been placed in the public domain.
Default cascading style sheet for the HTML output of Docutils.
@ -77,7 +77,7 @@ div.tip p.admonition-title {
div.attention p.admonition-title, div.caution p.admonition-title,
div.danger p.admonition-title, div.error p.admonition-title,
div.warning p.admonition-title {
div.warning p.admonition-title, .code .error {
color: red ;
font-weight: bold ;
font-family: sans-serif }
@ -253,13 +253,14 @@ pre.literal-block, pre.doctest-block, pre.math, pre.code {
margin-left: 2em ;
margin-right: 2em }
pre.code .ln { /* line numbers */
color: grey;
}
.code {
background-color: #eeeeee
}
pre.code .ln { color: grey; } /* line numbers */
pre.code, code { background-color: #eeeeee }
pre.code .comment, code .comment { color: #5C6576 }
pre.code .keyword, code .keyword { color: #3B0D06; font-weight: bold }
pre.code .literal.string, code .literal.string { color: #0C5404 }
pre.code .name.builtin, code .name.builtin { color: #352B84 }
pre.code .deleted, code .deleted { background-color: #DEB0A1}
pre.code .inserted, code .inserted { background-color: #A3D289}
span.classifier {
font-family: sans-serif ;
@ -312,6 +313,21 @@ table.docutils th.field-name, table.docinfo th.docinfo-name {
white-space: nowrap ;
padding-left: 0 }
/* "booktabs" style (no vertical lines) */
table.docutils.booktabs {
border: 0px;
border-top: 2px solid;
border-bottom: 2px solid;
border-collapse: collapse;
}
table.docutils.booktabs * {
border: 0px;
}
table.docutils.booktabs th {
border-bottom: thin solid;
text-align: left;
}
h1 tt.docutils, h2 tt.docutils, h3 tt.docutils,
h4 tt.docutils, h5 tt.docutils, h6 tt.docutils {
font-size: 100% }

@ -344,92 +344,97 @@ ul.auto-toc {
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
<li><a class="reference internal" href="#df-data-structure-wrapper" id="id1">DF data structure wrapper</a><ul>
<li><a class="reference internal" href="#typed-object-references" id="id2">Typed object references</a><ul>
<li><a class="reference internal" href="#primitive-references" id="id3">Primitive references</a></li>
<li><a class="reference internal" href="#struct-references" id="id4">Struct references</a></li>
<li><a class="reference internal" href="#container-references" id="id5">Container references</a></li>
<li><a class="reference internal" href="#bitfield-references" id="id6">Bitfield references</a></li>
<li><a class="reference internal" href="#df-data-structure-wrapper" id="id3">DF data structure wrapper</a><ul>
<li><a class="reference internal" href="#typed-object-references" id="id4">Typed object references</a><ul>
<li><a class="reference internal" href="#primitive-references" id="id5">Primitive references</a></li>
<li><a class="reference internal" href="#struct-references" id="id6">Struct references</a></li>
<li><a class="reference internal" href="#container-references" id="id7">Container references</a></li>
<li><a class="reference internal" href="#bitfield-references" id="id8">Bitfield references</a></li>
</ul>
</li>
<li><a class="reference internal" href="#named-types" id="id7">Named types</a></li>
<li><a class="reference internal" href="#global-functions" id="id8">Global functions</a></li>
<li><a class="reference internal" href="#recursive-table-assignment" id="id9">Recursive table assignment</a></li>
<li><a class="reference internal" href="#named-types" id="id9">Named types</a></li>
<li><a class="reference internal" href="#global-functions" id="id10">Global functions</a></li>
<li><a class="reference internal" href="#recursive-table-assignment" id="id11">Recursive table assignment</a></li>
</ul>
</li>
<li><a class="reference internal" href="#dfhack-api" id="id10">DFHack API</a><ul>
<li><a class="reference internal" href="#native-utilities" id="id11">Native utilities</a><ul>
<li><a class="reference internal" href="#input-output" id="id12">Input &amp; Output</a></li>
<li><a class="reference internal" href="#exception-handling" id="id13">Exception handling</a></li>
<li><a class="reference internal" href="#miscellaneous" id="id14">Miscellaneous</a></li>
<li><a class="reference internal" href="#locking-and-finalization" id="id15">Locking and finalization</a></li>
<li><a class="reference internal" href="#persistent-configuration-storage" id="id16">Persistent configuration storage</a></li>
<li><a class="reference internal" href="#material-info-lookup" id="id17">Material info lookup</a></li>
<li><a class="reference internal" href="#random-number-generation" id="id18">Random number generation</a></li>
<li><a class="reference internal" href="#dfhack-api" id="id12">DFHack API</a><ul>
<li><a class="reference internal" href="#native-utilities" id="id13">Native utilities</a><ul>
<li><a class="reference internal" href="#input-output" id="id14">Input &amp; Output</a></li>
<li><a class="reference internal" href="#exception-handling" id="id15">Exception handling</a></li>
<li><a class="reference internal" href="#miscellaneous" id="id16">Miscellaneous</a></li>
<li><a class="reference internal" href="#locking-and-finalization" id="id17">Locking and finalization</a></li>
<li><a class="reference internal" href="#persistent-configuration-storage" id="id18">Persistent configuration storage</a></li>
<li><a class="reference internal" href="#material-info-lookup" id="id19">Material info lookup</a></li>
<li><a class="reference internal" href="#random-number-generation" id="id20">Random number generation</a></li>
</ul>
</li>
<li><a class="reference internal" href="#c-function-wrappers" id="id19">C++ function wrappers</a><ul>
<li><a class="reference internal" href="#gui-module" id="id20">Gui module</a></li>
<li><a class="reference internal" href="#job-module" id="id21">Job module</a></li>
<li><a class="reference internal" href="#units-module" id="id22">Units module</a></li>
<li><a class="reference internal" href="#items-module" id="id23">Items module</a></li>
<li><a class="reference internal" href="#maps-module" id="id24">Maps module</a></li>
<li><a class="reference internal" href="#burrows-module" id="id25">Burrows module</a></li>
<li><a class="reference internal" href="#buildings-module" id="id26">Buildings module</a></li>
<li><a class="reference internal" href="#constructions-module" id="id27">Constructions module</a></li>
<li><a class="reference internal" href="#screen-api" id="id28">Screen API</a></li>
<li><a class="reference internal" href="#internal-api" id="id29">Internal API</a></li>
<li><a class="reference internal" href="#c-function-wrappers" id="id21">C++ function wrappers</a><ul>
<li><a class="reference internal" href="#gui-module" id="id22">Gui module</a></li>
<li><a class="reference internal" href="#job-module" id="id23">Job module</a></li>
<li><a class="reference internal" href="#units-module" id="id24">Units module</a></li>
<li><a class="reference internal" href="#items-module" id="id25">Items module</a></li>
<li><a class="reference internal" href="#maps-module" id="id26">Maps module</a></li>
<li><a class="reference internal" href="#burrows-module" id="id27">Burrows module</a></li>
<li><a class="reference internal" href="#buildings-module" id="id28">Buildings module</a></li>
<li><a class="reference internal" href="#constructions-module" id="id29">Constructions module</a></li>
<li><a class="reference internal" href="#screen-api" id="id30">Screen API</a></li>
<li><a class="reference internal" href="#internal-api" id="id31">Internal API</a></li>
</ul>
</li>
<li><a class="reference internal" href="#core-interpreter-context" id="id30">Core interpreter context</a><ul>
<li><a class="reference internal" href="#event-type" id="id31">Event type</a></li>
<li><a class="reference internal" href="#core-interpreter-context" id="id32">Core interpreter context</a><ul>
<li><a class="reference internal" href="#event-type" id="id33">Event type</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#lua-modules" id="id32">Lua Modules</a><ul>
<li><a class="reference internal" href="#global-environment" id="id33">Global environment</a></li>
<li><a class="reference internal" href="#utils" id="id34">utils</a></li>
<li><a class="reference internal" href="#dumper" id="id35">dumper</a></li>
<li><a class="reference internal" href="#class" id="id36">class</a></li>
<li><a class="reference internal" href="#lua-modules" id="id34">Lua Modules</a><ul>
<li><a class="reference internal" href="#global-environment" id="id35">Global environment</a></li>
<li><a class="reference internal" href="#utils" id="id36">utils</a></li>
<li><a class="reference internal" href="#dumper" id="id37">dumper</a></li>
<li><a class="reference internal" href="#class" id="id38">class</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-ui-library" id="id37">In-game UI Library</a><ul>
<li><a class="reference internal" href="#gui" id="id38">gui</a><ul>
<li><a class="reference internal" href="#misc" id="id39">Misc</a></li>
<li><a class="reference internal" href="#viewrect-class" id="id40">ViewRect class</a></li>
<li><a class="reference internal" href="#painter-class" id="id41">Painter class</a></li>
<li><a class="reference internal" href="#view-class" id="id42">View class</a></li>
<li><a class="reference internal" href="#screen-class" id="id43">Screen class</a></li>
<li><a class="reference internal" href="#framedscreen-class" id="id44">FramedScreen class</a></li>
<li><a class="reference internal" href="#in-game-ui-library" id="id39">In-game UI Library</a><ul>
<li><a class="reference internal" href="#gui" id="id40">gui</a><ul>
<li><a class="reference internal" href="#misc" id="id41">Misc</a></li>
<li><a class="reference internal" href="#viewrect-class" id="id42">ViewRect class</a></li>
<li><a class="reference internal" href="#painter-class" id="id43">Painter class</a></li>
<li><a class="reference internal" href="#view-class" id="id44">View class</a></li>
<li><a class="reference internal" href="#screen-class" id="id45">Screen class</a></li>
<li><a class="reference internal" href="#framedscreen-class" id="id46">FramedScreen class</a></li>
</ul>
</li>
<li><a class="reference internal" href="#gui-widgets" id="id45">gui.widgets</a><ul>
<li><a class="reference internal" href="#widget-class" id="id46">Widget class</a></li>
<li><a class="reference internal" href="#panel-class" id="id47">Panel class</a></li>
<li><a class="reference internal" href="#pages-class" id="id48">Pages class</a></li>
<li><a class="reference internal" href="#editfield-class" id="id49">EditField class</a></li>
<li><a class="reference internal" href="#label-class" id="id50">Label class</a></li>
<li><a class="reference internal" href="#list-class" id="id51">List class</a></li>
<li><a class="reference internal" href="#filteredlist-class" id="id52">FilteredList class</a></li>
<li><a class="reference internal" href="#gui-widgets" id="id47">gui.widgets</a><ul>
<li><a class="reference internal" href="#widget-class" id="id48">Widget class</a></li>
<li><a class="reference internal" href="#panel-class" id="id49">Panel class</a></li>
<li><a class="reference internal" href="#pages-class" id="id50">Pages class</a></li>
<li><a class="reference internal" href="#editfield-class" id="id51">EditField class</a></li>
<li><a class="reference internal" href="#label-class" id="id52">Label class</a></li>
<li><a class="reference internal" href="#list-class" id="id53">List class</a></li>
<li><a class="reference internal" href="#filteredlist-class" id="id54">FilteredList class</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#plugins" id="id53">Plugins</a><ul>
<li><a class="reference internal" href="#burrows" id="id54">burrows</a></li>
<li><a class="reference internal" href="#sort" id="id55">sort</a></li>
<li><a class="reference internal" href="#eventful" id="id56">Eventful</a><ul>
<li><a class="reference internal" href="#list-of-events" id="id57">List of events</a></li>
<li><a class="reference internal" href="#events-from-eventmanager" id="id58">Events from EventManager</a></li>
<li><a class="reference internal" href="#functions" id="id59">Functions</a></li>
<li><a class="reference internal" href="#examples" id="id60">Examples</a></li>
<li><a class="reference internal" href="#plugins" id="id55">Plugins</a><ul>
<li><a class="reference internal" href="#burrows" id="id56">burrows</a></li>
<li><a class="reference internal" href="#sort" id="id57">sort</a></li>
<li><a class="reference internal" href="#eventful" id="id58">Eventful</a><ul>
<li><a class="reference internal" href="#list-of-events" id="id59">List of events</a></li>
<li><a class="reference internal" href="#events-from-eventmanager" id="id60">Events from EventManager</a></li>
<li><a class="reference internal" href="#functions" id="id61">Functions</a></li>
<li><a class="reference internal" href="#examples" id="id62">Examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#building-hacks" id="id63">Building-hacks</a><ul>
<li><a class="reference internal" href="#id1" id="id64">Functions</a></li>
<li><a class="reference internal" href="#id2" id="id65">Examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id61">Scripts</a><ul>
<li><a class="reference internal" href="#save-init-script" id="id62">Save init script</a></li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id66">Scripts</a><ul>
<li><a class="reference internal" href="#save-init-script" id="id67">Save init script</a></li>
</ul>
</li>
</ul>
@ -449,10 +454,11 @@ native C++ commands, and invoked by plugins written in c++.</p>
It does not describe all of the utility functions
implemented by Lua files located in hack/lua/...</p>
<div class="section" id="df-data-structure-wrapper">
<h1><a class="toc-backref" href="#id1">DF data structure wrapper</a></h1>
<p>DF structures described by the xml files in library/xml are exported
to lua code as a tree of objects and functions under the <tt class="docutils literal">df</tt> global,
which broadly maps to the <tt class="docutils literal">df</tt> namespace in C++.</p>
<h1><a class="toc-backref" href="#id3">DF data structure wrapper</a></h1>
<p>Data structures of the game are defined in XML files located in library/xml
(and online at <a class="reference external" href="http://github.com/DFHack/df-structures">http://github.com/DFHack/df-structures</a>), and automatically exported
to lua code as a tree of objects and functions under the <tt class="docutils literal">df</tt> global, which
also broadly maps to the <tt class="docutils literal">df</tt> namespace in the headers generated for C++.</p>
<p><strong>WARNING</strong>: The wrapper provides almost raw access to the memory
of the game, so mistakes in manipulating objects are as likely to
crash the game as equivalent plain C++ code would be. E.g. NULL
@ -485,7 +491,7 @@ both nested types and fields corresponding to global symbols.</p>
<p>In addition to the <tt class="docutils literal">global</tt> object and top-level types the <tt class="docutils literal">df</tt>
global also contains a few global builtin utility functions.</p>
<div class="section" id="typed-object-references">
<h2><a class="toc-backref" href="#id2">Typed object references</a></h2>
<h2><a class="toc-backref" href="#id4">Typed object references</a></h2>
<p>The underlying primitive lua object is userdata with a metatable.
Every structured field access produces a new userdata instance.</p>
<p>All typed objects have the following built-in features:</p>
@ -534,7 +540,7 @@ Step defaults to the natural object size.</p>
</li>
</ul>
<div class="section" id="primitive-references">
<h3><a class="toc-backref" href="#id3">Primitive references</a></h3>
<h3><a class="toc-backref" href="#id5">Primitive references</a></h3>
<p>References of the <em>_kind</em> <tt class="docutils literal">'primitive'</tt> are used for objects
that don't fit any of the other reference types. Such
references can only appear as a value of a pointer field,
@ -546,7 +552,7 @@ no bound checking is performed, since buffer length is not available.
Index 0 is equivalent to the <tt class="docutils literal">value</tt> field.</p>
</div>
<div class="section" id="struct-references">
<h3><a class="toc-backref" href="#id4">Struct references</a></h3>
<h3><a class="toc-backref" href="#id6">Struct references</a></h3>
<p>Struct references are used for class and struct objects.</p>
<p>They implement the following features:</p>
<ul>
@ -580,7 +586,7 @@ shadowing rules.</p>
</ul>
</div>
<div class="section" id="container-references">
<h3><a class="toc-backref" href="#id5">Container references</a></h3>
<h3><a class="toc-backref" href="#id7">Container references</a></h3>
<p>Containers represent vectors and arrays, possibly resizable.</p>
<p>A container field can associate an enum to the container
reference, which allows accessing elements using string keys
@ -624,7 +630,7 @@ use <tt class="docutils literal">#ref</tt>, or just <tt class="docutils literal"
</ul>
</div>
<div class="section" id="bitfield-references">
<h3><a class="toc-backref" href="#id6">Bitfield references</a></h3>
<h3><a class="toc-backref" href="#id8">Bitfield references</a></h3>
<p>Bitfields behave like special fixed-size containers.
Consider them to be something in between structs and
fixed-size vectors.</p>
@ -640,7 +646,7 @@ them, e.g. <tt class="docutils literal">matinfo:matches{metal=true}</tt>.</p>
</div>
</div>
<div class="section" id="named-types">
<h2><a class="toc-backref" href="#id7">Named types</a></h2>
<h2><a class="toc-backref" href="#id9">Named types</a></h2>
<p>Named types are exposed in the <tt class="docutils literal">df</tt> tree with names identical
to the C++ version, except for the <tt class="docutils literal">::</tt> vs <tt class="docutils literal">.</tt> difference.</p>
<p>All types and the global object have the following features:</p>
@ -678,7 +684,7 @@ xml have a <tt class="docutils literal">type.find(key)</tt> function that wraps
method provided in C++.</p>
</div>
<div class="section" id="global-functions">
<h2><a class="toc-backref" href="#id8">Global functions</a></h2>
<h2><a class="toc-backref" href="#id10">Global functions</a></h2>
<p>The <tt class="docutils literal">df</tt> table itself contains the following functions and values:</p>
<ul>
<li><p class="first"><tt class="docutils literal">NULL</tt>, <tt class="docutils literal">df.NULL</tt></p>
@ -723,7 +729,7 @@ a lightuserdata, or a number.</p>
</ul>
</div>
<div class="section" id="recursive-table-assignment">
<h2><a class="toc-backref" href="#id9">Recursive table assignment</a></h2>
<h2><a class="toc-backref" href="#id11">Recursive table assignment</a></h2>
<p>Recursive assignment is invoked when a lua table is assigned
to a C++ object or field, i.e. one of:</p>
<ul class="simple">
@ -805,12 +811,12 @@ cleanup.</p>
</div>
</div>
<div class="section" id="dfhack-api">
<h1><a class="toc-backref" href="#id10">DFHack API</a></h1>
<h1><a class="toc-backref" href="#id12">DFHack API</a></h1>
<p>DFHack utility functions are placed in the <tt class="docutils literal">dfhack</tt> global tree.</p>
<div class="section" id="native-utilities">
<h2><a class="toc-backref" href="#id11">Native utilities</a></h2>
<h2><a class="toc-backref" href="#id13">Native utilities</a></h2>
<div class="section" id="input-output">
<h3><a class="toc-backref" href="#id12">Input &amp; Output</a></h3>
<h3><a class="toc-backref" href="#id14">Input &amp; Output</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.print(args...)</span></tt></p>
<p>Output tab-separated args as standard lua print would do,
@ -846,7 +852,7 @@ string, global environment and command-line history file.</p>
</ul>
</div>
<div class="section" id="exception-handling">
<h3><a class="toc-backref" href="#id13">Exception handling</a></h3>
<h3><a class="toc-backref" href="#id15">Exception handling</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.error(msg[,level[,verbose]])</span></tt></p>
<p>Throws a dfhack exception object with location and stack trace.
@ -902,7 +908,7 @@ following properties:</p>
</ul>
</div>
<div class="section" id="miscellaneous">
<h3><a class="toc-backref" href="#id14">Miscellaneous</a></h3>
<h3><a class="toc-backref" href="#id16">Miscellaneous</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.VERSION</tt></p>
<p>DFHack version string constant.</p>
@ -915,7 +921,7 @@ both from the curry call and the closure call itself. I.e.
</ul>
</div>
<div class="section" id="locking-and-finalization">
<h3><a class="toc-backref" href="#id15">Locking and finalization</a></h3>
<h3><a class="toc-backref" href="#id17">Locking and finalization</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_suspend(f[,args...])</span></tt></p>
<p>Calls <tt class="docutils literal">f</tt> with arguments after grabbing the DF core suspend lock.
@ -948,7 +954,7 @@ Implemented using <tt class="docutils literal"><span class="pre">call_with_final
</ul>
</div>
<div class="section" id="persistent-configuration-storage">
<h3><a class="toc-backref" href="#id16">Persistent configuration storage</a></h3>
<h3><a class="toc-backref" href="#id18">Persistent configuration storage</a></h3>
<p>This api is intended for storing configuration options in the world itself.
It probably should be restricted to data that is world-dependent.</p>
<p>Entries are identified by a string <tt class="docutils literal">key</tt>, but it is also possible to manage
@ -998,7 +1004,7 @@ as an all-zero mask.</p>
the persistent entry will <strong>NOT</strong> delete the associated masks.</p>
</div>
<div class="section" id="material-info-lookup">
<h3><a class="toc-backref" href="#id17">Material info lookup</a></h3>
<h3><a class="toc-backref" href="#id19">Material info lookup</a></h3>
<p>A material info record has fields:</p>
<ul>
<li><p class="first"><tt class="docutils literal">type</tt>, <tt class="docutils literal">index</tt>, <tt class="docutils literal">material</tt></p>
@ -1042,7 +1048,7 @@ Accept dfhack_material_category auto-assign table.</p>
</ul>
</div>
<div class="section" id="random-number-generation">
<h3><a class="toc-backref" href="#id18">Random number generation</a></h3>
<h3><a class="toc-backref" href="#id20">Random number generation</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.random.new([seed[,perturb_count]])</span></tt></p>
<p>Creates a new random number generator object. Without any
@ -1086,7 +1092,7 @@ Dimension may be 1, 2 or 3 (default).</p>
</div>
</div>
<div class="section" id="c-function-wrappers">
<h2><a class="toc-backref" href="#id19">C++ function wrappers</a></h2>
<h2><a class="toc-backref" href="#id21">C++ function wrappers</a></h2>
<p>Thin wrappers around C++ functions, similar to the ones for virtual methods.
One notable difference is that these explicit wrappers allow argument count
adjustment according to the usual lua rules, so trailing false/nil arguments
@ -1119,9 +1125,15 @@ can be omitted.</p>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.TranslateName(name[,in_english,only_last_name])</span></tt></p>
<p>Convert a language_name or only the last name part to string.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.df2utf(string)</tt></p>
<p>Convert a string from DF's CP437 encoding to UTF-8.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.utf2df(string)</tt></p>
<p>Convert a string from UTF-8 to DF's CP437 encoding.</p>
</li>
</ul>
<div class="section" id="gui-module">
<h3><a class="toc-backref" href="#id20">Gui module</a></h3>
<h3><a class="toc-backref" href="#id22">Gui module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getCurViewscreen([skip_dismissed])</span></tt></p>
<p>Returns the topmost viewscreen. If <tt class="docutils literal">skip_dismissed</tt> is <em>true</em>,
@ -1154,6 +1166,26 @@ the container itself.</p>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedBuilding([silent])</span></tt></p>
<p>Returns the building selected via <em>'q'</em>, <em>'t'</em>, <em>'k'</em> or <em>'i'</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.writeToGamelog(text)</tt></p>
<p>Writes a string to gamelog.txt without doing an announcement.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.makeAnnouncement(type,flags,pos,text,color[,is_bright])</span></tt></p>
<p>Adds an announcement with given announcement_type, text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.</p>
<p>The announcement is written to gamelog.txt. The announcement_flags
argument provides a custom set of announcements.txt options,
which specify if the message should actually be displayed in the
announcement list, and whether to recenter or show a popup.</p>
<p>Returns the index of the new announcement in <tt class="docutils literal">df.global.world.status.reports</tt>, or -1.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.addCombatReport(unit,slot,report_index)</tt></p>
<p>Adds the report with the given index (returned by makeAnnouncement)
to the specified group of the given unit. Returns <em>true</em> on success.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.addCombatReportAuto(unit,flags,report_index)</tt></p>
<p>Adds the report with the given index to the appropriate group(s)
of the given unit, as requested by the flags.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAnnouncement(text,color[,is_bright])</span></tt></p>
<p>Adds a regular announcement with given text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.</p>
@ -1164,14 +1196,14 @@ The is_bright boolean actually seems to invert the brightness.</p>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showPopupAnnouncement(text,color[,is_bright])</span></tt></p>
<p>Pops up a titan-style modal announcement window.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAutoAnnouncement(type,pos,text,color[,is_bright])</span></tt></p>
<p>Uses the type to look up options from announcements.txt, and calls the
above operations accordingly. If enabled, pauses and zooms to position.</p>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAutoAnnouncement(type,pos,text,color[,is_bright,unit1,unit2])</span></tt></p>
<p>Uses the type to look up options from announcements.txt, and calls the above
operations accordingly. The units are used to call <tt class="docutils literal">addCombatReportAuto</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="job-module">
<h3><a class="toc-backref" href="#id21">Job module</a></h3>
<h3><a class="toc-backref" href="#id23">Job module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.job.cloneJobStruct(job)</tt></p>
<p>Creates a deep copy of the given job.</p>
@ -1194,6 +1226,14 @@ above operations accordingly. If enabled, pauses and zooms to position.</p>
<li><p class="first"><tt class="docutils literal">dfhack.job.getWorker(job)</tt></p>
<p>Returns the unit performing the job.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.setJobCooldown(building,worker,timeout)</tt></p>
<p>Prevent the worker from taking jobs at the specified workshop for the specified time.
This doesn't decrease the timeout in any circumstances.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.removeWorker(job,timeout)</tt></p>
<p>Removes the worker from the specified workshop job, and sets the cooldown.
Returns <em>true</em> on success.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.checkBuildingsNow()</tt></p>
<p>Instructs the game to check buildings for jobs next frame and assign workers.</p>
</li>
@ -1218,10 +1258,13 @@ the flags in the job item.</p>
<li><p class="first"><tt class="docutils literal">dfhack.job.isSuitableMaterial(job_item, mat_type, mat_index)</tt></p>
<p>Likewise, if replacing material.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getName(job)</tt></p>
<p>Returns the job's description, as seen in the Units and Jobs screens.</p>
</li>
</ul>
</div>
<div class="section" id="units-module">
<h3><a class="toc-backref" href="#id22">Units module</a></h3>
<h3><a class="toc-backref" href="#id24">Units module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.units.getPosition(unit)</tt></p>
<p>Returns true <em>x,y,z</em> of the unit, or <em>nil</em> if invalid; may be not equal to unit.pos if caged.</p>
@ -1300,6 +1343,10 @@ is <em>true</em>, subtracts the rust penalty.</p>
<li><p class="first"><tt class="docutils literal">dfhack.units.computeMovementSpeed(unit)</tt></p>
<p>Computes number of frames * 100 it takes the unit to move in its current state of mind and body.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.computeSlowdownFactor(unit)</tt></p>
<p>Meandering and floundering in liquid introduces additional slowdown. It is
random, but the function computes and returns the expected mean factor as a float.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getNoblePositions(unit)</tt></p>
<p>Returns a list of tables describing noble position assignments, or <em>nil</em>.
Every table has fields <tt class="docutils literal">entity</tt>, <tt class="docutils literal">assignment</tt> and <tt class="docutils literal">position</tt>.</p>
@ -1321,7 +1368,7 @@ or raws. The <tt class="docutils literal">ignore_noble</tt> boolean disables the
</ul>
</div>
<div class="section" id="items-module">
<h3><a class="toc-backref" href="#id23">Items module</a></h3>
<h3><a class="toc-backref" href="#id25">Items module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.items.getPosition(item)</tt></p>
<p>Returns true <em>x,y,z</em> of the item, or <em>nil</em> if invalid; may be not equal to item.pos if in inventory.</p>
@ -1382,10 +1429,16 @@ Returns <em>false</em> in case of error.</p>
<li><p class="first"><tt class="docutils literal">dfhack.items.getSubtypeDef(item_type, subtype)</tt></p>
<p>Returns the raw definition for the given item type and subtype, or <em>nil</em> if invalid.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getItemBaseValue(item_type, subtype, material, mat_index)</tt></p>
<p>Calculates the base value for an item of the specified type and material.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getValue(item)</tt></p>
<p>Calculates the Basic Value of an item, as seen in the View Item screen.</p>
</li>
</ul>
</div>
<div class="section" id="maps-module">
<h3><a class="toc-backref" href="#id24">Maps module</a></h3>
<h3><a class="toc-backref" href="#id26">Maps module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getSize()</tt></p>
<p>Returns map size in blocks: <em>x, y, z</em></p>
@ -1454,7 +1507,7 @@ burrows, or the presence of invaders.</p>
</ul>
</div>
<div class="section" id="burrows-module">
<h3><a class="toc-backref" href="#id25">Burrows module</a></h3>
<h3><a class="toc-backref" href="#id27">Burrows module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.findByName(name)</tt></p>
<p>Returns the burrow pointer or <em>nil</em>.</p>
@ -1489,7 +1542,7 @@ burrows, or the presence of invaders.</p>
</ul>
</div>
<div class="section" id="buildings-module">
<h3><a class="toc-backref" href="#id26">Buildings module</a></h3>
<h3><a class="toc-backref" href="#id28">Buildings module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getGeneralRef(building, type)</tt></p>
<p>Searches for a general_ref with the given type.</p>
@ -1639,7 +1692,7 @@ can be determined this way, <tt class="docutils literal">constructBuilding</tt>
</ul>
</div>
<div class="section" id="constructions-module">
<h3><a class="toc-backref" href="#id27">Constructions module</a></h3>
<h3><a class="toc-backref" href="#id29">Constructions module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.constructions.designateNew(pos,type,item_type,mat_index)</tt></p>
<p>Designates a new construction at given position. If there already is
@ -1655,7 +1708,7 @@ Returns <em>true, was_only_planned</em> if removed; or <em>false</em> if none fo
</ul>
</div>
<div class="section" id="screen-api">
<h3><a class="toc-backref" href="#id28">Screen API</a></h3>
<h3><a class="toc-backref" href="#id30">Screen API</a></h3>
<p>The screen module implements support for drawing to the tiled screen of the game.
Note that drawing only has any effect when done from callbacks, so it can only
be feasibly used in the core context.</p>
@ -1843,7 +1896,7 @@ options; if multiple interpretations exist, the table will contain multiple keys
</ul>
</div>
<div class="section" id="internal-api">
<h3><a class="toc-backref" href="#id29">Internal API</a></h3>
<h3><a class="toc-backref" href="#id31">Internal API</a></h3>
<p>These functions are intended for the use by dfhack developers,
and are only documented here for completeness:</p>
<ul>
@ -1904,11 +1957,15 @@ Returns: <em>step_idx, sum_idx, found_ptr</em>, or <em>nil</em> if not found.</p
The oldval, newval or delta arguments may be used to specify additional constraints.
Returns: <em>found_index</em>, or <em>nil</em> if end reached.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getDir(path)</tt></p>
<p>List files in a directory.
Returns: <em>file_names</em> or empty table if not found.</p>
</li>
</ul>
</div>
</div>
<div class="section" id="core-interpreter-context">
<h2><a class="toc-backref" href="#id30">Core interpreter context</a></h2>
<h2><a class="toc-backref" href="#id32">Core interpreter context</a></h2>
<p>While plugins can create any number of interpreter instances,
there is one special context managed by dfhack core. It is the
only context that can receive events from DF and plugins.</p>
@ -1939,7 +1996,7 @@ Using <tt class="docutils literal">timeout_active(id,nil)</tt> cancels the timer
</li>
</ul>
<div class="section" id="event-type">
<h3><a class="toc-backref" href="#id31">Event type</a></h3>
<h3><a class="toc-backref" href="#id33">Event type</a></h3>
<p>An event is a native object transparently wrapping a lua table,
and implementing a __call metamethod. When it is invoked, it loops
through the table with next and calls all contained values.
@ -1971,7 +2028,7 @@ order using <tt class="docutils literal">dfhack.safecall</tt>.</p>
</div>
</div>
<div class="section" id="lua-modules">
<h1><a class="toc-backref" href="#id32">Lua Modules</a></h1>
<h1><a class="toc-backref" href="#id34">Lua Modules</a></h1>
<p>DFHack sets up the lua interpreter so that the built-in <tt class="docutils literal">require</tt>
function can be used to load shared lua code from hack/lua/.
The <tt class="docutils literal">dfhack</tt> namespace reference itself may be obtained via
@ -2000,7 +2057,7 @@ in this document.</p>
</li>
</ul>
<div class="section" id="global-environment">
<h2><a class="toc-backref" href="#id33">Global environment</a></h2>
<h2><a class="toc-backref" href="#id35">Global environment</a></h2>
<p>A number of variables and functions are provided in the base global
environment by the mandatory init file dfhack.lua:</p>
<ul>
@ -2063,7 +2120,7 @@ Returns <em>nil</em> if any of obj or indices is <em>nil</em>, or a numeric inde
</ul>
</div>
<div class="section" id="utils">
<h2><a class="toc-backref" href="#id34">utils</a></h2>
<h2><a class="toc-backref" href="#id36">utils</a></h2>
<ul>
<li><p class="first"><tt class="docutils literal">utils.compare(a,b)</tt></p>
<p>Comparator function; returns <em>-1</em> if a&lt;b, <em>1</em> if a&gt;b, <em>0</em> otherwise.</p>
@ -2115,6 +2172,9 @@ for i = 1,#order do output[i] = data[order[i]] end
way enables applying the same permutation to multiple arrays.
This function is used by the sort plugin.</p>
</li>
<li><p class="first"><tt class="docutils literal">for link,item in utils.listpairs(list)</tt></p>
<p>Iterates a df-list structure, for example <tt class="docutils literal">df.global.world.job_list</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.assign(tgt, src)</tt></p>
<p>Does a recursive assignment of src into tgt.
Uses <tt class="docutils literal">df.assign</tt> if tgt is a native object ref; otherwise
@ -2209,7 +2269,7 @@ throws an error.</p>
</ul>
</div>
<div class="section" id="dumper">
<h2><a class="toc-backref" href="#id35">dumper</a></h2>
<h2><a class="toc-backref" href="#id37">dumper</a></h2>
<p>A third-party lua table dumper module from
<a class="reference external" href="http://lua-users.org/wiki/DataDumper">http://lua-users.org/wiki/DataDumper</a>. Defines one
function:</p>
@ -2222,7 +2282,7 @@ the other arguments see the original documentation link above.</p>
</ul>
</div>
<div class="section" id="class">
<h2><a class="toc-backref" href="#id36">class</a></h2>
<h2><a class="toc-backref" href="#id38">class</a></h2>
<p>Implements a trivial single-inheritance class system.</p>
<ul>
<li><p class="first"><tt class="docutils literal">Foo = defclass(Foo[, ParentClass])</tt></p>
@ -2313,7 +2373,7 @@ library itself uses them for constructors.</p>
</div>
</div>
<div class="section" id="in-game-ui-library">
<h1><a class="toc-backref" href="#id37">In-game UI Library</a></h1>
<h1><a class="toc-backref" href="#id39">In-game UI Library</a></h1>
<p>A number of lua modules with names starting with <tt class="docutils literal">gui</tt> are dedicated
to wrapping the natives of the <tt class="docutils literal">dfhack.screen</tt> module in a way that
is easy to use. This allows relatively easily and naturally creating
@ -2322,12 +2382,12 @@ dialogs that integrate in the main game UI window.</p>
things ranging from the basic <tt class="docutils literal">Painter</tt>, <tt class="docutils literal">View</tt> and <tt class="docutils literal">Screen</tt>
classes, to fully functional predefined dialogs.</p>
<div class="section" id="gui">
<h2><a class="toc-backref" href="#id38">gui</a></h2>
<h2><a class="toc-backref" href="#id40">gui</a></h2>
<p>This module defines the most important classes and functions for
implementing interfaces. This documents those of them that are
considered stable.</p>
<div class="section" id="misc">
<h3><a class="toc-backref" href="#id39">Misc</a></h3>
<h3><a class="toc-backref" href="#id41">Misc</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">USE_GRAPHICS</tt></p>
<p>Contains the value of <tt class="docutils literal">dfhack.screen.inGraphicsMode()</tt>, which cannot be
@ -2366,7 +2426,7 @@ msec. This is intended for rendering blinking interface objects.</p>
</ul>
</div>
<div class="section" id="viewrect-class">
<h3><a class="toc-backref" href="#id40">ViewRect class</a></h3>
<h3><a class="toc-backref" href="#id42">ViewRect class</a></h3>
<p>This class represents an on-screen rectangle with an associated independent
clip area rectangle. It is the base of the <tt class="docutils literal">Painter</tt> class, and is used by
<tt class="docutils literal">Views</tt> to track their client area.</p>
@ -2414,7 +2474,7 @@ it with the clip area of the original object.</p>
</ul>
</div>
<div class="section" id="painter-class">
<h3><a class="toc-backref" href="#id41">Painter class</a></h3>
<h3><a class="toc-backref" href="#id43">Painter class</a></h3>
<p>The painting natives in <tt class="docutils literal">dfhack.screen</tt> apply to the whole screen, are
completely stateless and don't implement clipping.</p>
<p>The Painter class inherits from ViewRect to provide clipping and local
@ -2485,7 +2545,7 @@ painter:pen(foo):seek(x,y):char(1):advance(1):string('bar')...
</pre>
</div>
<div class="section" id="view-class">
<h3><a class="toc-backref" href="#id42">View class</a></h3>
<h3><a class="toc-backref" href="#id44">View class</a></h3>
<p>This class is the common abstract base of both the stand-alone screens
and common widgets to be used inside them. It defines the basic layout,
rendering and event handling framework.</p>
@ -2609,7 +2669,7 @@ Returns <em>true</em> if any of the subviews handled the event.</p>
</ul>
</div>
<div class="section" id="screen-class">
<h3><a class="toc-backref" href="#id43">Screen class</a></h3>
<h3><a class="toc-backref" href="#id45">Screen class</a></h3>
<p>This is a View subclass intended for use as a stand-alone dialog or screen.
It adds the following methods:</p>
<ul>
@ -2663,7 +2723,7 @@ the screen is removed by any means here.</p>
</ul>
</div>
<div class="section" id="framedscreen-class">
<h3><a class="toc-backref" href="#id44">FramedScreen class</a></h3>
<h3><a class="toc-backref" href="#id46">FramedScreen class</a></h3>
<p>A Screen subclass that paints a visible frame around its body.
Most dialogs should inherit from this class.</p>
<p>A framed screen has the following attributes:</p>
@ -2701,10 +2761,10 @@ Most dialogs should inherit from this class.</p>
</div>
</div>
<div class="section" id="gui-widgets">
<h2><a class="toc-backref" href="#id45">gui.widgets</a></h2>
<h2><a class="toc-backref" href="#id47">gui.widgets</a></h2>
<p>This module implements some basic widgets based on the View infrastructure.</p>
<div class="section" id="widget-class">
<h3><a class="toc-backref" href="#id46">Widget class</a></h3>
<h3><a class="toc-backref" href="#id48">Widget class</a></h3>
<p>Base of all the widgets. Inherits from View and has the following attributes:</p>
<ul>
<li><p class="first"><tt class="docutils literal">frame = <span class="pre">{...}</span></tt></p>
@ -2770,7 +2830,7 @@ inset, or a table with the following fields:</p>
</ul>
</div>
<div class="section" id="panel-class">
<h3><a class="toc-backref" href="#id47">Panel class</a></h3>
<h3><a class="toc-backref" href="#id49">Panel class</a></h3>
<p>Inherits from Widget, and intended for grouping a number of subviews.</p>
<p>Has attributes:</p>
<ul>
@ -2783,7 +2843,7 @@ inset, or a table with the following fields:</p>
</ul>
</div>
<div class="section" id="pages-class">
<h3><a class="toc-backref" href="#id48">Pages class</a></h3>
<h3><a class="toc-backref" href="#id50">Pages class</a></h3>
<p>Subclass of Panel; keeps exactly one child visible.</p>
<ul>
<li><p class="first"><tt class="docutils literal">Pages{ <span class="pre">...,</span> selected = ... }</tt></p>
@ -2799,7 +2859,7 @@ It is permitted to use the subview object, or its <tt class="docutils literal">v
</ul>
</div>
<div class="section" id="editfield-class">
<h3><a class="toc-backref" href="#id49">EditField class</a></h3>
<h3><a class="toc-backref" href="#id51">EditField class</a></h3>
<p>Subclass of Widget; implements a simple edit field.</p>
<p>Attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
@ -2821,7 +2881,7 @@ If it returns false, the character is ignored.</td>
</table>
</div>
<div class="section" id="label-class">
<h3><a class="toc-backref" href="#id50">Label class</a></h3>
<h3><a class="toc-backref" href="#id52">Label class</a></h3>
<p>This Widget subclass implements flowing semi-static text.</p>
<p>It has the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
@ -2917,7 +2977,7 @@ this may be extended with mouse click support.</p>
</ul>
</div>
<div class="section" id="list-class">
<h3><a class="toc-backref" href="#id51">List class</a></h3>
<h3><a class="toc-backref" href="#id53">List class</a></h3>
<p>The List widget implements a simple list with paging.</p>
<p>It has the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
@ -3003,7 +3063,7 @@ with the following fields:</p>
</ul>
</div>
<div class="section" id="filteredlist-class">
<h3><a class="toc-backref" href="#id52">FilteredList class</a></h3>
<h3><a class="toc-backref" href="#id54">FilteredList class</a></h3>
<p>This widget combines List, EditField and Label into a combo-box like
construction that allows filtering the list by subwords of its items.</p>
<p>In addition to passing through all attributes supported by List, it
@ -3056,14 +3116,14 @@ index <tt class="docutils literal">pos</tt> in the <em>unfiltered</em> list if p
</div>
</div>
<div class="section" id="plugins">
<h1><a class="toc-backref" href="#id53">Plugins</a></h1>
<h1><a class="toc-backref" href="#id55">Plugins</a></h1>
<p>DFHack plugins may export native functions and events
to lua contexts. They are automatically imported by
<tt class="docutils literal"><span class="pre">mkmodule('plugins.&lt;name&gt;')</span></tt>; this means that a lua
module file is still necessary for <tt class="docutils literal">require</tt> to read.</p>
<p>The following plugins have lua support.</p>
<div class="section" id="burrows">
<h2><a class="toc-backref" href="#id54">burrows</a></h2>
<h2><a class="toc-backref" href="#id56">burrows</a></h2>
<p>Implements extended burrow manipulations.</p>
<p>Events:</p>
<ul>
@ -3101,16 +3161,16 @@ set is the same as used by the command line.</p>
<p>The lua module file also re-exports functions from <tt class="docutils literal">dfhack.burrows</tt>.</p>
</div>
<div class="section" id="sort">
<h2><a class="toc-backref" href="#id55">sort</a></h2>
<h2><a class="toc-backref" href="#id57">sort</a></h2>
<p>Does not export any native functions as of now. Instead, it
calls lua code to perform the actual ordering of list items.</p>
</div>
<div class="section" id="eventful">
<h2><a class="toc-backref" href="#id56">Eventful</a></h2>
<h2><a class="toc-backref" href="#id58">Eventful</a></h2>
<p>This plugin exports some events to lua thus allowing to run lua functions
on DF world events.</p>
<div class="section" id="list-of-events">
<h3><a class="toc-backref" href="#id57">List of events</a></h3>
<h3><a class="toc-backref" href="#id59">List of events</a></h3>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">onReactionComplete(reaction,unit,input_items,input_reagents,output_items,call_native)</tt></p>
<p>Auto activates if detects reactions starting with <tt class="docutils literal">LUA_HOOK_</tt>. Is called when reaction finishes.</p>
@ -3140,7 +3200,7 @@ tweaking (e.g. adding custom reactions)</p>
</ol>
</div>
<div class="section" id="events-from-eventmanager">
<h3><a class="toc-backref" href="#id58">Events from EventManager</a></h3>
<h3><a class="toc-backref" href="#id60">Events from EventManager</a></h3>
<p>These events are straight from EventManager module. Each of them first needs to be enabled. See functions for more info. If you register a listener before the game is loaded, be aware that no events will be triggered immediately after loading, so you might need to add another event listener for when the game first loads in some cases.</p>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">onBuildingCreatedDestroyed(building_id)</tt></p>
@ -3173,7 +3233,7 @@ tweaking (e.g. adding custom reactions)</p>
</ol>
</div>
<div class="section" id="functions">
<h3><a class="toc-backref" href="#id59">Functions</a></h3>
<h3><a class="toc-backref" href="#id61">Functions</a></h3>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">registerReaction(reaction_name,callback)</tt></p>
<p>Simplified way of using onReactionComplete; the callback is function (same params as event).</p>
@ -3187,10 +3247,13 @@ tweaking (e.g. adding custom reactions)</p>
<li><p class="first"><tt class="docutils literal">enableEvent(evType,frequency)</tt></p>
<p>Enable event checking for EventManager events. For event types use <tt class="docutils literal">eventType</tt> table. Note that different types of events require different frequencies to be effective. The frequency is how many ticks EventManager will wait before checking if that type of event has happened. If multiple scripts or plugins use the same event type, the smallest frequency is the one that is used, so you might get events triggered more often than the frequency you use here.</p>
</li>
<li><p class="first"><tt class="docutils literal">registerSidebar(shop_name,callback)</tt></p>
<p>Enable callback when sidebar for <tt class="docutils literal">shop_name</tt> is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib.</p>
</li>
</ol>
</div>
<div class="section" id="examples">
<h3><a class="toc-backref" href="#id60">Examples</a></h3>
<h3><a class="toc-backref" href="#id62">Examples</a></h3>
<p>Spawn dragon breath on each item attempt to contaminate wound:</p>
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
@ -3202,13 +3265,13 @@ end
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
b.onReactionComplete.one=function(reaction,unit,in_items,in_reag,out_items,call_native)
b.registerReaction(&quot;LUA_HOOK_LAY_BOMB&quot;,function(reaction,unit,in_items,in_reag,out_items,call_native)
local pos=copyall(unit.pos)
-- spawn dragonbreath after 100 ticks
dfhack.timeout(100,&quot;ticks&quot;,function() dfhack.maps.spawnFlow(pos,6,0,0,50000) end)
--do not call real item creation code
call_native.value=false
end
end)
</pre>
<p>Grenade example:</p>
<pre class="literal-block">
@ -3225,9 +3288,57 @@ b.addReactionToShop(&quot;TAN_A_HIDE&quot;,&quot;LEATHERWORKS&quot;)
</pre>
</div>
</div>
<div class="section" id="building-hacks">
<h2><a class="toc-backref" href="#id63">Building-hacks</a></h2>
<p>This plugin overwrites some methods in workshop df class so that mechanical workshops are possible. Although
plugin export a function it's recommended to use lua decorated function.</p>
<div class="section" id="id1">
<h3><a class="toc-backref" href="#id64">Functions</a></h3>
<dl class="docutils">
<dt><tt class="docutils literal">registerBuilding(table)</tt> where table must contain name, as a workshop raw name, the rest are optional:</dt>
<dd><ol class="first last arabic simple">
<li>name -- custom workshop id e.g. <tt class="docutils literal">SOAPMAKER</tt></li>
<li>fix_impassible -- if true make impassible tiles impassible to liquids too</li>
<li>consume -- how much machine power is needed to work. Disables reactions if not supplied enough</li>
<li>produce -- how much machine power is produced. Use discouraged as there is no way to change this at runtime</li>
<li>gears -- a table or <tt class="docutils literal"><span class="pre">{x=?,y=?}</span></tt> of connection points for machines</li>
<li>action -- a table of number (how much ticks to skip) and a function which gets called on shop update</li>
<li>animate -- a table of frames which can be a table of:<ol class="loweralpha">
<li>tables of 4 numbers <tt class="docutils literal">{tile,fore,back,bright}</tt> OR</li>
<li>empty table (tile not modified) OR</li>
<li><tt class="docutils literal"><span class="pre">{x=&lt;number&gt;</span> <span class="pre">y=&lt;number&gt;</span> + 4 numbers like in first case}</tt>, this generates full frame useful for animations that change little (1-2 tiles)</li>
</ol>
</li>
</ol>
</dd>
<dt>Animate table also might contain:</dt>
<dd><ol class="first last arabic simple">
<li>frameLenght -- how many ticks does one frame take OR</li>
<li>isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)</li>
</ol>
</dd>
</dl>
</div>
<div class="section" id="id2">
<h3><a class="toc-backref" href="#id65">Examples</a></h3>
<p>Simple mechanical workshop:</p>
<pre class="literal-block">
require('plugins.building-hacks').registerBuilding{name=&quot;BONE_GRINDER&quot;,
consume=15,
gears={x=0,y=0}, --connection point
animate={
isMechanical=true, --animate the same connection point as vanilla gear
frames={
{{x=0,y=0,42,7,0,0}}, --first frame, 1 changed tile
{{x=0,y=0,15,7,0,0}} -- second frame, same
}
}
</pre>
</div>
</div>
</div>
<div class="section" id="scripts">
<h1><a class="toc-backref" href="#id61">Scripts</a></h1>
<h1><a class="toc-backref" href="#id66">Scripts</a></h1>
<p>Any files with the .lua extension placed into hack/scripts/*
are automatically used by the DFHack core as commands. The
matching command name consists of the name of the file sans
@ -3258,10 +3369,11 @@ The <tt class="docutils literal">name</tt> argument should be the name stem, as
</ul>
<p>Note that this function lets errors propagate to the caller.</p>
<div class="section" id="save-init-script">
<h2><a class="toc-backref" href="#id62">Save init script</a></h2>
<h2><a class="toc-backref" href="#id67">Save init script</a></h2>
<p>If a save directory contains a file called <tt class="docutils literal">raw/init.lua</tt>, it is
automatically loaded and executed every time the save is loaded. It
can also define the following functions to be called by dfhack:</p>
automatically loaded and executed every time the save is loaded.
The same applies to any files called <tt class="docutils literal"><span class="pre">raw/init.d/*.lua</span></tt>. Every
such script can define the following functions to be called by dfhack:</p>
<ul>
<li><p class="first"><tt class="docutils literal">function onStateChange(op) ... end</tt></p>
<p>Automatically called from the regular onStateChange event as long
@ -3271,7 +3383,8 @@ cleanup concerns.</p>
</li>
<li><p class="first"><tt class="docutils literal">function onUnload() ... end</tt></p>
<p>Called when the save containing the script is unloaded. This function
should clean up any global hooks installed by the script.</p>
should clean up any global hooks installed by the script. Note that
when this is called, the world is already completely unloaded.</p>
</li>
</ul>
<p>Within the init script, the path to the save directory is available as <tt class="docutils literal">SAVE_PATH</tt>.</p>

@ -25,9 +25,10 @@ implemented by Lua files located in hack/lua/...
DF data structure wrapper
=========================
DF structures described by the xml files in library/xml are exported
to lua code as a tree of objects and functions under the ``df`` global,
which broadly maps to the ``df`` namespace in C++.
Data structures of the game are defined in XML files located in library/xml
(and online at http://github.com/DFHack/df-structures), and automatically exported
to lua code as a tree of objects and functions under the ``df`` global, which
also broadly maps to the ``df`` namespace in the headers generated for C++.
**WARNING**: The wrapper provides almost raw access to the memory
of the game, so mistakes in manipulating objects are as likely to
@ -812,6 +813,14 @@ can be omitted.
Convert a language_name or only the last name part to string.
* ``dfhack.df2utf(string)``
Convert a string from DF's CP437 encoding to UTF-8.
* ``dfhack.utf2df(string)``
Convert a string from UTF-8 to DF's CP437 encoding.
Gui module
----------
@ -854,6 +863,32 @@ Gui module
Returns the building selected via *'q'*, *'t'*, *'k'* or *'i'*.
* ``dfhack.gui.writeToGamelog(text)``
Writes a string to gamelog.txt without doing an announcement.
* ``dfhack.gui.makeAnnouncement(type,flags,pos,text,color[,is_bright])``
Adds an announcement with given announcement_type, text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.
The announcement is written to gamelog.txt. The announcement_flags
argument provides a custom set of announcements.txt options,
which specify if the message should actually be displayed in the
announcement list, and whether to recenter or show a popup.
Returns the index of the new announcement in ``df.global.world.status.reports``, or -1.
* ``dfhack.gui.addCombatReport(unit,slot,report_index)``
Adds the report with the given index (returned by makeAnnouncement)
to the specified group of the given unit. Returns *true* on success.
* ``dfhack.gui.addCombatReportAuto(unit,flags,report_index)``
Adds the report with the given index to the appropriate group(s)
of the given unit, as requested by the flags.
* ``dfhack.gui.showAnnouncement(text,color[,is_bright])``
Adds a regular announcement with given text, color, and brightness.
@ -867,10 +902,10 @@ Gui module
Pops up a titan-style modal announcement window.
* ``dfhack.gui.showAutoAnnouncement(type,pos,text,color[,is_bright])``
* ``dfhack.gui.showAutoAnnouncement(type,pos,text,color[,is_bright,unit1,unit2])``
Uses the type to look up options from announcements.txt, and calls the
above operations accordingly. If enabled, pauses and zooms to position.
Uses the type to look up options from announcements.txt, and calls the above
operations accordingly. The units are used to call ``addCombatReportAuto``.
Job module
@ -904,6 +939,16 @@ Job module
Returns the unit performing the job.
* ``dfhack.job.setJobCooldown(building,worker,timeout)``
Prevent the worker from taking jobs at the specified workshop for the specified time.
This doesn't decrease the timeout in any circumstances.
* ``dfhack.job.removeWorker(job,timeout)``
Removes the worker from the specified workshop job, and sets the cooldown.
Returns *true* on success.
* ``dfhack.job.checkBuildingsNow()``
Instructs the game to check buildings for jobs next frame and assign workers.
@ -935,6 +980,10 @@ Job module
Likewise, if replacing material.
* ``dfhack.job.getName(job)``
Returns the job's description, as seen in the Units and Jobs screens.
Units module
------------
@ -1033,6 +1082,11 @@ Units module
Computes number of frames * 100 it takes the unit to move in its current state of mind and body.
* ``dfhack.units.computeSlowdownFactor(unit)``
Meandering and floundering in liquid introduces additional slowdown. It is
random, but the function computes and returns the expected mean factor as a float.
* ``dfhack.units.getNoblePositions(unit)``
Returns a list of tables describing noble position assignments, or *nil*.
@ -1138,6 +1192,14 @@ Items module
Returns the raw definition for the given item type and subtype, or *nil* if invalid.
* ``dfhack.items.getItemBaseValue(item_type, subtype, material, mat_index)``
Calculates the base value for an item of the specified type and material.
* ``dfhack.items.getValue(item)``
Calculates the Basic Value of an item, as seen in the View Item screen.
Maps module
-----------
@ -1760,6 +1822,10 @@ and are only documented here for completeness:
The oldval, newval or delta arguments may be used to specify additional constraints.
Returns: *found_index*, or *nil* if end reached.
* ``dfhack.internal.getDir(path)``
List files in a directory.
Returns: *file_names* or empty table if not found.
Core interpreter context
========================
@ -1992,6 +2058,10 @@ utils
way enables applying the same permutation to multiple arrays.
This function is used by the sort plugin.
* ``for link,item in utils.listpairs(list)``
Iterates a df-list structure, for example ``df.global.world.job_list``.
* ``utils.assign(tgt, src)``
Does a recursive assignment of src into tgt.
@ -3110,6 +3180,10 @@ Functions
Enable event checking for EventManager events. For event types use ``eventType`` table. Note that different types of events require different frequencies to be effective. The frequency is how many ticks EventManager will wait before checking if that type of event has happened. If multiple scripts or plugins use the same event type, the smallest frequency is the one that is used, so you might get events triggered more often than the frequency you use here.
5. ``registerSidebar(shop_name,callback)``
Enable callback when sidebar for ``shop_name`` is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib.
Examples
--------
Spawn dragon breath on each item attempt to contaminate wound::
@ -3123,13 +3197,13 @@ Reaction complete example::
b=require "plugins.eventful"
b.onReactionComplete.one=function(reaction,unit,in_items,in_reag,out_items,call_native)
b.registerReaction("LUA_HOOK_LAY_BOMB",function(reaction,unit,in_items,in_reag,out_items,call_native)
local pos=copyall(unit.pos)
-- spawn dragonbreath after 100 ticks
dfhack.timeout(100,"ticks",function() dfhack.maps.spawnFlow(pos,6,0,0,50000) end)
--do not call real item creation code
call_native.value=false
end
end)
Grenade example::
@ -3144,6 +3218,48 @@ Integrated tannery::
b=require "plugins.eventful"
b.addReactionToShop("TAN_A_HIDE","LEATHERWORKS")
Building-hacks
==============
This plugin overwrites some methods in workshop df class so that mechanical workshops are possible. Although
plugin export a function it's recommended to use lua decorated function.
Functions
---------
``registerBuilding(table)`` where table must contain name, as a workshop raw name, the rest are optional:
1. name -- custom workshop id e.g. ``SOAPMAKER``
2. fix_impassible -- if true make impassible tiles impassible to liquids too
3. consume -- how much machine power is needed to work. Disables reactions if not supplied enough
4. produce -- how much machine power is produced. Use discouraged as there is no way to change this at runtime
5. gears -- a table or ``{x=?,y=?}`` of connection points for machines
6. action -- a table of number (how much ticks to skip) and a function which gets called on shop update
7. animate -- a table of frames which can be a table of:
a. tables of 4 numbers ``{tile,fore,back,bright}`` OR
b. empty table (tile not modified) OR
c. ``{x=<number> y=<number> + 4 numbers like in first case}``, this generates full frame useful for animations that change little (1-2 tiles)
Animate table also might contain:
1. frameLenght -- how many ticks does one frame take OR
2. isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)
Examples
--------
Simple mechanical workshop::
require('plugins.building-hacks').registerBuilding{name="BONE_GRINDER",
consume=15,
gears={x=0,y=0}, --connection point
animate={
isMechanical=true, --animate the same connection point as vanilla gear
frames={
{{x=0,y=0,42,7,0,0}}, --first frame, 1 changed tile
{{x=0,y=0,15,7,0,0}} -- second frame, same
}
}
=======
Scripts
=======
@ -3187,8 +3303,9 @@ Save init script
================
If a save directory contains a file called ``raw/init.lua``, it is
automatically loaded and executed every time the save is loaded. It
can also define the following functions to be called by dfhack:
automatically loaded and executed every time the save is loaded.
The same applies to any files called ``raw/init.d/*.lua``. Every
such script can define the following functions to be called by dfhack:
* ``function onStateChange(op) ... end``
@ -3200,6 +3317,7 @@ can also define the following functions to be called by dfhack:
* ``function onUnload() ... end``
Called when the save containing the script is unloaded. This function
should clean up any global hooks installed by the script.
should clean up any global hooks installed by the script. Note that
when this is called, the world is already completely unloaded.
Within the init script, the path to the save directory is available as ``SAVE_PATH``.

31
NEWS

@ -1,6 +1,35 @@
DFHack future
- Is not yet known.
Internals:
- support for calling a lua function via a protobuf request (demonstrated by dfhack-run --lua).
- Lua API for listing files in directory. Needed for mod-manager.
- Lua API for creating unit combat reports and writing to gamelog.
- support for multiple raw/init.d/*.lua init scripts in one save.
- eventful now has a more friendly way of making custom sidebars
- new plugin: building-hacks. Allows to add custom functionality and/or animations to buildings.
New scripts:
- gui/mod-manager: allows installing/uninstalling mods into df from df/mods directory.
- gui/clone-uniform: duplicates the currently selected uniform in the military screen.
- fix/build-location: partial work-around for bug 5991 (trying to build wall while standing on it)
- undump-buildings: removes dump designation from materials used in buildings.
New commands:
- move the 'grow', 'extirpate' and 'immolate' commands as 'plant' subcommands
- 'plant create' - spawn a new shrub under the cursor
- command-prompt: a dfhack command prompt in df.
Misc improvements:
- digfort: improved csv parsing, add start() comment handling
- exterminate: allow specifying a caste (exterminate gob:male)
- createitem: in adventure mode it now defaults to the controlled unit as maker.
Siege engine plugin:
- engine quality and distance to target now affect accuracy
- firing the siege engine at a target produces a combat report
- improved movement speed computation for meandering units
- operators in Prepare To Fire mode are released from duty once
hungry/thirsty if there is a free replacement
DFHack v0.34.11-r4

File diff suppressed because it is too large Load Diff

@ -28,15 +28,15 @@ All new releases are announced in the bay12 thread: http://tinyurl.com/dfhack-ng
=============
Compatibility
=============
DFHack works on Windows XP, Vista, 7 or any modern Linux distribution.
OSX is not supported due to lack of developers with a Mac.
DFHack works on Windows XP, Vista, 7, any modern Linux distribution, or OS X
10.6.8-10.9.
Currently, version 0.34.11 is supported (and tested). If you need DFHack
for older versions, look for older releases.
On Windows, you have to use the SDL version of DF.
It is possible to use the Windows DFHack under wine/OSX.
It is also possible to use the Windows DFHack with Wine under Linux and OS X.
====================
Installation/Removal
@ -329,6 +329,13 @@ Options:
The building must be one of stockpile, workshop, furnace, trap,
siege engine or an activity zone.
command-prompt
--------------
A one line command prompt in df. Same as entering command into dfhack console. Best
used as a keybinding. Can be called with optional "entry" that will start prompt with
that pre-filled.
.. image:: images/command-prompt.png
Adventure mode
==============
@ -489,7 +496,7 @@ Options:
createitem
----------
Allows creating new items of arbitrary types and made of arbitrary materials.
Any items created are spawned at the feet of the selected unit.
By default, items created are spawned at the feet of the selected unit.
Specify the item and material information as you would indicate them in custom reaction raws, with the following differences:
* Separate the item and material with a space rather than a colon
@ -506,6 +513,14 @@ Examples:
``createitem FISH FISH_SHAD:MALE 5``
Create a stack of 5 cleaned shad, ready to eat.
To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
Options:
:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
:item: Subsequent items will be stored inside the currently selected item.
:building: Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item.
deramp (by zilpin)
------------------
Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
@ -676,29 +691,39 @@ tile. Can be used from a hotkey.
tubefill
--------
Fills all the adamantine veins again. Veins that were empty will be filled in
too, but might still trigger a demon invasion (this is a known bug).
extirpate
---------
A tool for getting rid of trees and shrubs. By default, it only kills
a tree/shrub under the cursor. The plants are turned into ashes instantly.
Fills all the adamantine veins again. Veins that were hollow will be left
alone.
Options:
:hollow: fill in naturally hollow veins too
Beware that filling in hollow veins will trigger a demon invasion on top of
your miner when you dig into the region that used to be hollow.
plant
-----
A tool for creating shrubs, growing, or getting rid of them.
Subcommands:
:create: Create a new shrub/sapling.
:grow: Make saplings grow into trees.
:extirpate: Kills trees and shrubs, turning them into ashes instantly.
:immolate: Similar to extirpate, but sets the plants on fire instead. The fires can and *will* spread ;)
``create`` creates a new sapling under the cursor. Takes a raw ID as
argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass
floor tile.
``grow`` works on the sapling under the cursor, and turns it into a tree.
Works on all shrubs of the map if the cursor is hidden.
``extirpate`` and ``immolate`` work only on the plant under the cursor.
For mass effects, use one of the additional options:
:shrubs: affect all shrubs on the map
:trees: affect all trees on the map
:all: affect every plant!
grow
----
Makes all saplings present on the map grow into trees (almost) instantly.
immolate
--------
Very similar to extirpate, but additionally sets the plants on fire. The fires
can and *will* spread ;)
regrass
-------
Regrows grass. Not much to it ;)
@ -1959,6 +1984,21 @@ Usage:
:misery disable: stop adding new negative thoughts. This will not remove existing duplicated thoughts. Equivalent to "misery 1"
:misery clear: remove fake thoughts added in this session of DF. Saving makes them permanent! Does not change factor.
strangemood
-----------
Creates a strange mood job the same way the game itself normally does it.
Options:
:-force: Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
:-unit: Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
:-type T: Force the mood to be of a particular type instead of choosing randomly based on happiness.
Valid values are "fey", "secretive", "possessed", "fell", and "macabre".
:-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith", "gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
Known limitations: if the selected unit is currently performing a job, the mood will not be started.
=======
Scripts
=======
@ -2009,6 +2049,13 @@ Scripts in this subdirectory fix various bugs and issues, some of them obscure.
every time a save game is loaded; putting ``fix/cloth-stockpile enable``
in ``dfhack.init`` makes it run automatically.
* fix/build-location
Fixes construction jobs that are stuck trying to build a wall while standing
on the same exact tile (bug 5991), designates the tile restricted traffic to
hopefully avoid jamming it again, and unsuspends them.
gui/*
=====
@ -2092,6 +2139,9 @@ With the special argument ``him``, targets only the selected creature.
With the special argument ``undead``, targets all undeads on the map,
regardless of their race.
When specifying a race, a caste can be specified to further restrict the
targeting. To do that, append and colon and the caste name after the race.
Any non-dead non-caged unit of the specified race gets its ``blood_count``
set to 0, which means immediate death at the next game tick. For creatures
such as vampires, it also sets animal.vanish_countdown to 2.
@ -2107,6 +2157,7 @@ but ignore caged/chained creatures.
Ex::
exterminate gob
exterminate gob:male
To kill a single creature, select the unit with the 'v' cursor and::
@ -2171,7 +2222,12 @@ Unrecognized characters are ignored (eg the 'skip this tile' in the sample).
Empty lines and data after a ``#`` are ignored as comments.
To skip a row in your design, use a single ``;``.
The script takes the plan filename, starting from the root df folder.
One comment in the file may contain the phrase ``start(3,5)``. It is interpreted
as an offset for the pattern: instead of starting at the cursor, it will start
3 tiles left and 5 tiles up from the cursor.
The script takes the plan filename, starting from the root df folder (where
Dwarf Fortress.exe is found).
invasion-now
============
@ -2185,6 +2241,7 @@ Triggers an invasion, or several in the near future.
`invasion-now civName start end` trigger an invasion from civName in about 10*start ticks, and continue triggering invasions every ten ticks afterward until about 10*end ticks have passed
Probably fails if the start time of a triggered invasion is later than the start of the next year.
digmat
======
Designates a tile for digging. Monitors the tile, and when it is dug out, add
@ -2278,6 +2335,10 @@ alternatively pass cage IDs as arguments::
stripcaged weapons 25321 34228
undump-buildings
================
Undesignates building base materials for dumping.
create-items
============
Spawn arbitrary items under the cursor.
@ -2357,12 +2418,16 @@ are mostly implemented by lua scripts.
As an exception, the tweak plugin described above does not follow this
guideline because it arguably just fixes small usability bugs in the game UI.
All of these tools are disabled by default - in order to make them available,
you must enable the plugins which provide them.
Dwarf Manipulator
=================
Implemented by the manipulator plugin. To activate, open the unit screen and
press 'l'.
Implemented by the 'manipulator' plugin.
To activate, open the unit screen and press 'l'.
.. image:: images/manipulator.png
@ -2412,6 +2477,8 @@ directly to the main dwarf mode screen.
Search
======
Implemented by the 'search' plugin.
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.
@ -2452,9 +2519,11 @@ using Permit Fats again while the list is filtered.
AutoMaterial
============
The automaterial plugin makes building constructions (walls, floors, fortifications,
etc) a little bit easier by saving you from having to trawl through long lists of
materials each time you place one.
Implemented by the 'automaterial' plugin.
This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
@ -2585,6 +2654,16 @@ Rationale: individual choice seems to be unreliable when there is a weapon short
and may lead to inappropriate weapons being selected.
gui/clone-uniform
=================
Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms
page of the military screen with the cursor in the leftmost list.
When invoked, the script duplicates the currently selected uniform template,
and selects the newly created copy.
gui/guide-path
==============
@ -2739,7 +2818,7 @@ of currently assigned racks for every valid squad.
gui/advfort
=============
===========
This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
@ -2754,22 +2833,31 @@ keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:
* job - selects that job (e.g. Dig or FellTree)
An example of player digging in adventure mode:
.. image:: images/advfort.png
.. admonition:: DISCLAIMER
advfort changes only persist in non procedural sites. Namely: player forts, caves, camps.
gui/companion-order
=======================
===================
A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.
.. image:: images/companion-order.png
* move - orders selected companions to move to location. If companions are following they will move no more than 3 tiles from you.
* equip - try to equip items on the ground.
* pick-up - try to take items into hand (also wield)
* unequip - remove and drop equipment
* unwield - drop held items
* wait - temporarely remove from party
* wait - temporarily remove from party
* follow - rejoin the party after "wait"
* leave - remove from party (can be rejoined by talking)
gui/gm-editor
=============
@ -2779,14 +2867,26 @@ There are three ways to open this editor:
or viewed (e.g. unit/item description screen)
* using gui/gm-editor <lua command> - executes lua command and opens editor on
it's results (e.g. gui/gm-editor "df.global.world.items.all" shows all items)
its results (e.g. gui/gm-editor "df.global.world.items.all" shows all items)
* using gui/gm-editor dialog - shows an in game dialog to input lua command. Works
the same as version above.
.. image:: images/gm-editor.png
This editor allows to change and modify almost anything in df. Press '?' for an
in-game help.
gui/mod-manager
===============
A way to simply install and remove small mods. It looks for specially formated mods in
df subfolder 'mods'. Mods are not included, for example mods see: `github mini mod repository <https://github.com/warmist/df-mini-mods>`_
.. image:: images/mod-manager.png
=============
Behavior Mods
=============

@ -1,5 +1,5 @@
/*
** $Id: lapi.h,v 2.7 2009/11/27 15:37:59 roberto Exp $
** $Id: lapi.h,v 2.7.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions from Lua API
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lauxlib.h,v 1.120 2011/11/29 15:55:08 roberto Exp $
** $Id: lauxlib.h,v 1.120.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lcode.h,v 1.58 2011/08/30 16:26:41 roberto Exp $
** $Id: lcode.h,v 1.58.1.1 2013/04/12 18:48:47 roberto Exp $
** Code generator for Lua
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lctype.h,v 1.12 2011/07/15 12:50:29 roberto Exp $
** $Id: lctype.h,v 1.12.1.1 2013/04/12 18:48:47 roberto Exp $
** 'ctype' functions for Lua
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: ldebug.h,v 2.7 2011/10/07 20:45:19 roberto Exp $
** $Id: ldebug.h,v 2.7.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions from Debug Interface module
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: ldo.h,v 2.20 2011/11/29 15:55:08 roberto Exp $
** $Id: ldo.h,v 2.20.1.1 2013/04/12 18:48:47 roberto Exp $
** Stack and Call structure of Lua
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lfunc.h,v 2.8 2012/05/08 13:53:33 roberto Exp $
** $Id: lfunc.h,v 2.8.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions to manipulate prototypes and closures
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lgc.h,v 2.56 2012/05/23 15:43:14 roberto Exp $
** $Id: lgc.h,v 2.58.1.1 2013/04/12 18:48:47 roberto Exp $
** Garbage Collector
** See Copyright Notice in lua.h
*/
@ -50,16 +50,26 @@
#define isgenerational(g) ((g)->gckind == KGC_GEN)
/*
** macro to tell when main invariant (white objects cannot point to black
** macros to tell when main invariant (white objects cannot point to black
** ones) must be kept. During a non-generational collection, the sweep
** phase may break the invariant, as objects turned white may point to
** still-black objects. The invariant is restored when sweep ends and
** all objects are white again. During a generational collection, the
** invariant must be kept all times.
*/
#define keepinvariant(g) (isgenerational(g) || g->gcstate <= GCSatomic)
/*
** Outside the collector, the state in generational mode is kept in
** 'propagate', so 'keepinvariant' is always true.
*/
#define keepinvariantout(g) \
check_exp(g->gcstate == GCSpropagate || !isgenerational(g), \
g->gcstate <= GCSatomic)
/*
** some useful bit tricks
*/

@ -1,5 +1,5 @@
/*
** $Id: llex.h,v 1.72 2011/11/30 12:43:51 roberto Exp $
** $Id: llex.h,v 1.72.1.1 2013/04/12 18:48:47 roberto Exp $
** Lexical Analyzer
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: llimits.h,v 1.99 2012/05/28 20:32:28 roberto Exp $
** $Id: llimits.h,v 1.103.1.1 2013/04/12 18:48:47 roberto Exp $
** Limits, basic types, and some other `installation-dependent' definitions
** See Copyright Notice in lua.h
*/
@ -200,7 +200,7 @@ typedef lu_int32 Instruction;
** both small and large values (outside the range of integers).
*/
#if defined(MS_ASMTRICK) /* { */
#if defined(MS_ASMTRICK) || defined(LUA_MSASMTRICK) /* { */
/* trick with Microsoft assembler for X86 */
#define lua_number2int(i,n) __asm {__asm fld n __asm fistp i}
@ -256,7 +256,7 @@ union luai_Cast { double l_d; LUA_INT32 l_p[2]; };
#if !defined(lua_number2unsigned) /* { */
/* the following definition assures proper modulo behavior */
#if defined(LUA_NUMBER_DOUBLE)
#if defined(LUA_NUMBER_DOUBLE) || defined(LUA_NUMBER_FLOAT)
#include <math.h>
#define SUPUNSIGNED ((lua_Number)(~(lua_Unsigned)0) + 1)
#define lua_number2unsigned(i,n) \
@ -282,7 +282,7 @@ union luai_Cast { double l_d; LUA_INT32 l_p[2]; };
#include <math.h>
#define luai_hashnum(i,n) { int e; \
n = frexp(n, &e) * (lua_Number)(INT_MAX - DBL_MAX_EXP); \
n = l_mathop(frexp)(n, &e) * (lua_Number)(INT_MAX - DBL_MAX_EXP); \
lua_number2int(i, n); i += e; }
#endif

@ -1,5 +1,5 @@
/*
** $Id: lmem.h,v 1.38 2011/12/02 13:26:54 roberto Exp $
** $Id: lmem.h,v 1.40.1.1 2013/04/12 18:48:47 roberto Exp $
** Interface to Memory Manager
** See Copyright Notice in lua.h
*/
@ -14,9 +14,16 @@
#include "lua.h"
/*
** This macro avoids the runtime division MAX_SIZET/(e), as 'e' is
** always constant.
** The macro is somewhat complex to avoid warnings:
** +1 avoids warnings of "comparison has constant result";
** cast to 'void' avoids warnings of "value unused".
*/
#define luaM_reallocv(L,b,on,n,e) \
((cast(size_t, (n)+1) > MAX_SIZET/(e)) ? /* +1 to avoid warnings */ \
(luaM_toobig(L), (void *)0) : \
(cast(void, \
(cast(size_t, (n)+1) > MAX_SIZET/(e)) ? (luaM_toobig(L), 0) : 0), \
luaM_realloc_(L, (b), (on)*(e), (n)*(e)))
#define luaM_freemem(L, b, s) luaM_realloc_(L, (b), (s), 0)

@ -1,5 +1,5 @@
/*
** $Id: lobject.h,v 2.70 2012/05/11 14:10:50 roberto Exp $
** $Id: lobject.h,v 2.71.1.1 2013/04/12 18:48:47 roberto Exp $
** Type definitions for Lua objects
** See Copyright Notice in lua.h
*/
@ -52,8 +52,7 @@
#define LUA_TCCL (LUA_TFUNCTION | (2 << 4)) /* C closure */
/*
** LUA_TSTRING variants */
/* Variant tags for strings */
#define LUA_TSHRSTR (LUA_TSTRING | (0 << 4)) /* short strings */
#define LUA_TLNGSTR (LUA_TSTRING | (1 << 4)) /* long strings */
@ -188,8 +187,6 @@ typedef struct lua_TValue TValue;
#define setnvalue(obj,x) \
{ TValue *io=(obj); num_(io)=(x); settt_(io, LUA_TNUMBER); }
#define changenvalue(o,x) check_exp(ttisnumber(o), num_(o)=(x))
#define setnilvalue(obj) settt_(obj, LUA_TNIL)
#define setfvalue(obj,x) \

@ -1,5 +1,5 @@
/*
** $Id: lopcodes.h,v 1.142 2011/07/15 12:50:29 roberto Exp $
** $Id: lopcodes.h,v 1.142.1.1 2013/04/12 18:48:47 roberto Exp $
** Opcodes for Lua virtual machine
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lparser.h,v 1.70 2012/05/08 13:53:33 roberto Exp $
** $Id: lparser.h,v 1.70.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua Parser
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lstate.h,v 2.81 2012/06/08 15:14:04 roberto Exp $
** $Id: lstate.h,v 2.82.1.1 2013/04/12 18:48:47 roberto Exp $
** Global State
** See Copyright Notice in lua.h
*/
@ -137,7 +137,7 @@ typedef struct global_State {
UpVal uvhead; /* head of double-linked list of all open upvalues */
Mbuffer buff; /* temporary buffer for string concatenation */
int gcpause; /* size of pause between successive GCs */
int gcmajorinc; /* how much to wait for a major GC (only in gen. mode) */
int gcmajorinc; /* pause between major collections (only in gen. mode) */
int gcstepmul; /* GC `granularity' */
lua_CFunction panic; /* to be called in unprotected errors */
struct lua_State *mainthread;

@ -1,5 +1,5 @@
/*
** $Id: lstring.h,v 1.49 2012/02/01 21:57:15 roberto Exp $
** $Id: lstring.h,v 1.49.1.1 2013/04/12 18:48:47 roberto Exp $
** String table (keep all strings handled by Lua)
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: ltable.h,v 2.16 2011/08/17 20:26:47 roberto Exp $
** $Id: ltable.h,v 2.16.1.2 2013/08/30 15:49:41 roberto Exp $
** Lua tables (hash)
** See Copyright Notice in lua.h
*/
@ -17,6 +17,10 @@
#define invalidateTMcache(t) ((t)->flags = 0)
/* returns the key, given the value of a table entry */
#define keyfromval(v) \
(gkey(cast(Node *, cast(char *, (v)) - offsetof(Node, i_val))))
LUAI_FUNC const TValue *luaH_getint (Table *t, int key);
LUAI_FUNC void luaH_setint (lua_State *L, Table *t, int key, TValue *value);

@ -1,5 +1,5 @@
/*
** $Id: ltm.h,v 2.11 2011/02/28 17:32:10 roberto Exp $
** $Id: ltm.h,v 2.11.1.1 2013/04/12 18:48:47 roberto Exp $
** Tag methods
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lua.h,v 1.283 2012/04/20 13:18:26 roberto Exp $
** $Id: lua.h,v 1.285.1.2 2013/11/11 12:09:16 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
@ -19,11 +19,11 @@
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "2"
#define LUA_VERSION_NUM 502
#define LUA_VERSION_RELEASE "1"
#define LUA_VERSION_RELEASE "3"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2012 Lua.org, PUC-Rio"
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2013 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
@ -119,6 +119,11 @@ typedef LUA_UNSIGNED lua_Unsigned;
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
@ -413,7 +418,7 @@ struct lua_Debug {
/******************************************************************************
* Copyright (C) 1994-2012 Lua.org, PUC-Rio.
* Copyright (C) 1994-2013 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the

@ -1,5 +1,5 @@
/*
** $Id: luaconf.h,v 1.172 2012/05/11 14:14:42 roberto Exp $
** $Id: luaconf.h,v 1.176.1.1 2013/04/12 18:48:47 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
@ -44,7 +44,7 @@
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#define LUA_USE_STRTODHEX /* assume 'strtod' handles hexa formats */
#define LUA_USE_STRTODHEX /* assume 'strtod' handles hex formats */
#define LUA_USE_AFORMAT /* assume 'printf' handles 'aA' specifiers */
#define LUA_USE_LONGLONG /* assume support for long long */
#endif
@ -53,7 +53,7 @@
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#define LUA_USE_STRTODHEX /* assume 'strtod' handles hexa formats */
#define LUA_USE_STRTODHEX /* assume 'strtod' handles hex formats */
#define LUA_USE_AFORMAT /* assume 'printf' handles 'aA' specifiers */
#define LUA_USE_LONGLONG /* assume support for long long */
#endif
@ -106,6 +106,8 @@
LUA_CDIR"?.so;" "./?.so"
#endif /* } */
#define LUA_PATH "DFHACK_LUA_PATH"
#define LUA_CPATH "DFHACK_LUA_CPATH"
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
@ -405,10 +407,16 @@
#define LUAI_MAXNUMBER2STR 32 /* 16 digits, sign, point, and \0 */
/*
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations
*/
#define l_mathop(x) (x)
/*
@@ lua_str2number converts a decimal numeric string to a number.
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' do both conversions. C89, however, has no function
** In C99, 'strtod' does both conversions. C89, however, has no function
** to convert floating hexadecimal strings to numbers. For these
** systems, you can leave 'lua_strx2number' undefined and Lua will
** provide its own implementation.
@ -427,8 +435,8 @@
/* the following operations need the math library */
#if defined(lobject_c) || defined(lvm_c)
#include <math.h>
#define luai_nummod(L,a,b) ((a) - floor((a)/(b))*(b))
#define luai_numpow(L,a,b) (pow(a,b))
#define luai_nummod(L,a,b) ((a) - l_mathop(floor)((a)/(b))*(b))
#define luai_numpow(L,a,b) (l_mathop(pow)(a,b))
#endif
/* these are quite standard operations */
@ -465,13 +473,12 @@
** Some tricks with doubles
*/
#if defined(LUA_CORE) && \
defined(LUA_NUMBER_DOUBLE) && !defined(LUA_ANSI) /* { */
#if defined(LUA_NUMBER_DOUBLE) && !defined(LUA_ANSI) /* { */
/*
** The next definitions activate some tricks to speed up the
** conversion from doubles to integer types, mainly to LUA_UNSIGNED.
**
@@ MS_ASMTRICK uses Microsoft assembler to avoid clashes with a
@@ LUA_MSASMTRICK uses Microsoft assembler to avoid clashes with a
** DirectX idiosyncrasy.
**
@@ LUA_IEEE754TRICK uses a trick that should work on any machine
@ -495,7 +502,7 @@
/* Microsoft compiler on a Pentium (32 bit) ? */
#if defined(LUA_WIN) && defined(_MSC_VER) && defined(_M_IX86) /* { */
#define MS_ASMTRICK
#define LUA_MSASMTRICK
#define LUA_IEEEENDIAN 0
#define LUA_NANTRICK

@ -1,5 +1,5 @@
/*
** $Id: lualib.h,v 1.43 2011/12/08 12:11:37 roberto Exp $
** $Id: lualib.h,v 1.43.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lundump.h,v 1.39 2012/05/08 13:53:33 roberto Exp $
** $Id: lundump.h,v 1.39.1.1 2013/04/12 18:48:47 roberto Exp $
** load precompiled Lua chunks
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lvm.h,v 2.17 2011/05/31 18:27:56 roberto Exp $
** $Id: lvm.h,v 2.18.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua virtual machine
** See Copyright Notice in lua.h
*/
@ -19,8 +19,7 @@
#define equalobj(L,o1,o2) (ttisequal(o1, o2) && luaV_equalobj_(L, o1, o2))
#define luaV_rawequalobj(t1,t2) \
(ttisequal(t1,t2) && luaV_equalobj_(NULL,t1,t2))
#define luaV_rawequalobj(o1,o2) equalobj(NULL,o1,o2)
/* not to called directly */

@ -1,5 +1,5 @@
/*
** $Id: lzio.h,v 1.26 2011/07/15 12:48:03 roberto Exp $
** $Id: lzio.h,v 1.26.1.1 2013/04/12 18:48:47 roberto Exp $
** Buffered streams
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lapi.c,v 2.164 2012/06/08 15:14:04 roberto Exp $
** $Id: lapi.c,v 2.171.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua API
** See Copyright Notice in lua.h
*/
@ -40,7 +40,16 @@ const char lua_ident[] =
/* corresponding test */
#define isvalid(o) ((o) != luaO_nilobject)
#define api_checkvalidindex(L, i) api_check(L, isvalid(i), "invalid index")
/* test for pseudo index */
#define ispseudo(i) ((i) <= LUA_REGISTRYINDEX)
/* test for valid but not pseudo index */
#define isstackindex(i, o) (isvalid(o) && !ispseudo(i))
#define api_checkvalidindex(L, o) api_check(L, isvalid(o), "invalid index")
#define api_checkstackindex(L, i, o) \
api_check(L, isstackindex(i, o), "index not in the stack")
static TValue *index2addr (lua_State *L, int idx) {
@ -51,7 +60,7 @@ static TValue *index2addr (lua_State *L, int idx) {
if (o >= L->top) return NONVALIDVALUE;
else return o;
}
else if (idx > LUA_REGISTRYINDEX) {
else if (!ispseudo(idx)) { /* negative index */
api_check(L, idx != 0 && -idx <= L->top - (ci->func + 1), "invalid index");
return L->top + idx;
}
@ -142,7 +151,7 @@ LUA_API const lua_Number *lua_version (lua_State *L) {
** convert an acceptable stack index into an absolute index
*/
LUA_API int lua_absindex (lua_State *L, int idx) {
return (idx > 0 || idx <= LUA_REGISTRYINDEX)
return (idx > 0 || ispseudo(idx))
? idx
: cast_int(L->top - L->ci->func + idx);
}
@ -174,7 +183,7 @@ LUA_API void lua_remove (lua_State *L, int idx) {
StkId p;
lua_lock(L);
p = index2addr(L, idx);
api_checkvalidindex(L, p);
api_checkstackindex(L, idx, p);
while (++p < L->top) setobjs2s(L, p-1, p);
L->top--;
lua_unlock(L);
@ -186,8 +195,9 @@ LUA_API void lua_insert (lua_State *L, int idx) {
StkId q;
lua_lock(L);
p = index2addr(L, idx);
api_checkvalidindex(L, p);
for (q = L->top; q>p; q--) setobjs2s(L, q, q-1);
api_checkstackindex(L, idx, p);
for (q = L->top; q > p; q--) /* use L->top as a temporary */
setobjs2s(L, q, q - 1);
setobjs2s(L, p, L->top);
lua_unlock(L);
}
@ -217,7 +227,6 @@ LUA_API void lua_copy (lua_State *L, int fromidx, int toidx) {
TValue *fr;
lua_lock(L);
fr = index2addr(L, fromidx);
api_checkvalidindex(L, fr);
moveto(L, fr, toidx);
lua_unlock(L);
}
@ -295,7 +304,7 @@ LUA_API void lua_arith (lua_State *L, int op) {
o1 = L->top - 2;
o2 = L->top - 1;
if (ttisnumber(o1) && ttisnumber(o2)) {
changenvalue(o1, luaO_arith(op, nvalue(o1), nvalue(o2)));
setnvalue(o1, luaO_arith(op, nvalue(o1), nvalue(o2)));
}
else
luaV_arith(L, o1, o1, o2, cast(TMS, op - LUA_OPADD + TM_ADD));
@ -611,7 +620,6 @@ LUA_API void lua_gettable (lua_State *L, int idx) {
StkId t;
lua_lock(L);
t = index2addr(L, idx);
api_checkvalidindex(L, t);
luaV_gettable(L, t, L->top - 1, L->top - 1);
lua_unlock(L);
}
@ -621,7 +629,6 @@ LUA_API void lua_getfield (lua_State *L, int idx, const char *k) {
StkId t;
lua_lock(L);
t = index2addr(L, idx);
api_checkvalidindex(L, t);
setsvalue2s(L, L->top, luaS_new(L, k));
api_incr_top(L);
luaV_gettable(L, t, L->top - 1, L->top - 1);
@ -709,7 +716,6 @@ LUA_API void lua_getuservalue (lua_State *L, int idx) {
StkId o;
lua_lock(L);
o = index2addr(L, idx);
api_checkvalidindex(L, o);
api_check(L, ttisuserdata(o), "userdata expected");
if (uvalue(o)->env) {
sethvalue(L, L->top, uvalue(o)->env);
@ -743,7 +749,6 @@ LUA_API void lua_settable (lua_State *L, int idx) {
lua_lock(L);
api_checknelems(L, 2);
t = index2addr(L, idx);
api_checkvalidindex(L, t);
luaV_settable(L, t, L->top - 2, L->top - 1);
L->top -= 2; /* pop index and value */
lua_unlock(L);
@ -755,7 +760,6 @@ LUA_API void lua_setfield (lua_State *L, int idx, const char *k) {
lua_lock(L);
api_checknelems(L, 1);
t = index2addr(L, idx);
api_checkvalidindex(L, t);
setsvalue2s(L, L->top++, luaS_new(L, k));
luaV_settable(L, t, L->top - 1, L->top - 2);
L->top -= 2; /* pop value and key */
@ -811,7 +815,6 @@ LUA_API int lua_setmetatable (lua_State *L, int objindex) {
lua_lock(L);
api_checknelems(L, 1);
obj = index2addr(L, objindex);
api_checkvalidindex(L, obj);
if (ttisnil(L->top - 1))
mt = NULL;
else {
@ -821,9 +824,10 @@ LUA_API int lua_setmetatable (lua_State *L, int objindex) {
switch (ttypenv(obj)) {
case LUA_TTABLE: {
hvalue(obj)->metatable = mt;
if (mt)
if (mt) {
luaC_objbarrierback(L, gcvalue(obj), mt);
luaC_checkfinalizer(L, gcvalue(obj), mt);
}
break;
}
case LUA_TUSERDATA: {
@ -850,7 +854,6 @@ LUA_API void lua_setuservalue (lua_State *L, int idx) {
lua_lock(L);
api_checknelems(L, 1);
o = index2addr(L, idx);
api_checkvalidindex(L, o);
api_check(L, ttisuserdata(o), "userdata expected");
if (ttisnil(L->top - 1))
uvalue(o)->env = NULL;
@ -937,7 +940,7 @@ LUA_API int lua_pcallk (lua_State *L, int nargs, int nresults, int errfunc,
func = 0;
else {
StkId o = index2addr(L, errfunc);
api_checkvalidindex(L, o);
api_checkstackindex(L, errfunc, o);
func = savestack(L, o);
}
c.func = L->top - (nargs+1); /* function to be called */
@ -1103,7 +1106,7 @@ LUA_API int lua_error (lua_State *L) {
lua_lock(L);
api_checknelems(L, 1);
luaG_errormsg(L);
lua_unlock(L);
/* code unreachable; will unlock when control actually leaves the kernel */
return 0; /* to avoid warnings */
}

@ -1,5 +1,5 @@
/*
** $Id: lauxlib.c,v 1.244 2012/05/31 20:28:45 roberto Exp $
** $Id: lauxlib.c,v 1.248.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
@ -84,7 +84,7 @@ static void pushfuncname (lua_State *L, lua_Debug *ar) {
if (*ar->namewhat != '\0') /* is there a name? */
lua_pushfstring(L, "function " LUA_QS, ar->name);
else if (*ar->what == 'm') /* main? */
lua_pushfstring(L, "main chunk");
lua_pushliteral(L, "main chunk");
else if (*ar->what == 'C') {
if (pushglobalfuncname(L, ar)) {
lua_pushfstring(L, "function " LUA_QS, lua_tostring(L, -1));
@ -158,7 +158,8 @@ LUALIB_API int luaL_argerror (lua_State *L, int narg, const char *extramsg) {
if (strcmp(ar.namewhat, "method") == 0) {
narg--; /* do not count `self' */
if (narg == 0) /* error is in the self argument itself? */
return luaL_error(L, "calling " LUA_QS " on bad self", ar.name);
return luaL_error(L, "calling " LUA_QS " on bad self (%s)",
ar.name, extramsg);
}
if (ar.name == NULL)
ar.name = (pushglobalfuncname(L, &ar)) ? lua_tostring(L, -1) : "?";
@ -214,7 +215,7 @@ LUALIB_API int luaL_fileresult (lua_State *L, int stat, const char *fname) {
if (fname)
lua_pushfstring(L, "%s: %s", fname, strerror(en));
else
lua_pushfstring(L, "%s", strerror(en));
lua_pushstring(L, strerror(en));
lua_pushinteger(L, en);
return 3;
}
@ -438,7 +439,7 @@ LUALIB_API char *luaL_prepbuffsize (luaL_Buffer *B, size_t sz) {
if (B->size - B->n < sz) { /* not enough space? */
char *newbuff;
size_t newsize = B->size * 2; /* double buffer size */
if (newsize - B->n < sz) /* not bit enough? */
if (newsize - B->n < sz) /* not big enough? */
newsize = B->n + sz;
if (newsize < B->n || newsize - B->n < sz)
luaL_error(L, "buffer too large");
@ -598,7 +599,7 @@ static int skipBOM (LoadF *lf) {
lf->n = 0;
do {
c = getc(lf->f);
if (c == EOF || c != *(unsigned char *)p++) return c;
if (c == EOF || c != *(const unsigned char *)p++) return c;
lf->buff[lf->n++] = c; /* to be read by the parser */
} while (*p != '\0');
lf->n = 0; /* prefix matched; discard it */

@ -1,5 +1,5 @@
/*
** $Id: lbaselib.c,v 1.274 2012/04/27 14:13:19 roberto Exp $
** $Id: lbaselib.c,v 1.276.1.1 2013/04/12 18:48:47 roberto Exp $
** Basic library
** See Copyright Notice in lua.h
*/
@ -242,10 +242,16 @@ static int luaB_ipairs (lua_State *L) {
}
static int load_aux (lua_State *L, int status) {
if (status == LUA_OK)
static int load_aux (lua_State *L, int status, int envidx) {
if (status == LUA_OK) {
if (envidx != 0) { /* 'env' parameter? */
lua_pushvalue(L, envidx); /* environment for loaded function */
if (!lua_setupvalue(L, -2, 1)) /* set it as 1st upvalue */
lua_pop(L, 1); /* remove 'env' if not used by previous call */
}
return 1;
else {
}
else { /* error (message is on top of the stack) */
lua_pushnil(L);
lua_insert(L, -2); /* put before error message */
return 2; /* return nil plus error message */
@ -256,13 +262,9 @@ static int load_aux (lua_State *L, int status) {
static int luaB_loadfile (lua_State *L) {
const char *fname = luaL_optstring(L, 1, NULL);
const char *mode = luaL_optstring(L, 2, NULL);
int env = !lua_isnone(L, 3); /* 'env' parameter? */
int env = (!lua_isnone(L, 3) ? 3 : 0); /* 'env' index or 0 if no 'env' */
int status = luaL_loadfilex(L, fname, mode);
if (status == LUA_OK && env) { /* 'env' parameter? */
lua_pushvalue(L, 3);
lua_setupvalue(L, -2, 1); /* set it as 1st upvalue of loaded chunk */
}
return load_aux(L, status);
return load_aux(L, status, env);
}
@ -307,9 +309,9 @@ static const char *generic_reader (lua_State *L, void *ud, size_t *size) {
static int luaB_load (lua_State *L) {
int status;
size_t l;
int top = lua_gettop(L);
const char *s = lua_tolstring(L, 1, &l);
const char *mode = luaL_optstring(L, 3, "bt");
int env = (!lua_isnone(L, 4) ? 4 : 0); /* 'env' index or 0 if no 'env' */
if (s != NULL) { /* loading a string? */
const char *chunkname = luaL_optstring(L, 2, s);
status = luaL_loadbufferx(L, s, l, chunkname, mode);
@ -320,11 +322,7 @@ static int luaB_load (lua_State *L) {
lua_settop(L, RESERVEDSLOT); /* create reserved slot */
status = lua_load(L, generic_reader, NULL, chunkname, mode);
}
if (status == LUA_OK && top >= 4) { /* is there an 'env' argument */
lua_pushvalue(L, 4); /* environment for loaded function */
lua_setupvalue(L, -2, 1); /* set it as 1st upvalue */
}
return load_aux(L, status);
return load_aux(L, status, env);
}
/* }====================================================== */
@ -338,7 +336,8 @@ static int dofilecont (lua_State *L) {
static int luaB_dofile (lua_State *L) {
const char *fname = luaL_optstring(L, 1, NULL);
lua_settop(L, 1);
if (luaL_loadfile(L, fname) != LUA_OK) lua_error(L);
if (luaL_loadfile(L, fname) != LUA_OK)
return lua_error(L);
lua_callk(L, 0, LUA_MULTRET, 0, dofilecont);
return dofilecont(L);
}

@ -1,5 +1,5 @@
/*
** $Id: lbitlib.c,v 1.16 2011/06/20 16:35:23 roberto Exp $
** $Id: lbitlib.c,v 1.18.1.2 2013/07/09 18:01:41 roberto Exp $
** Standard library for bitwise operations
** See Copyright Notice in lua.h
*/
@ -129,6 +129,7 @@ static int b_rot (lua_State *L, int i) {
b_uint r = luaL_checkunsigned(L, 1);
i &= (LUA_NBITS - 1); /* i = i % NBITS */
r = trim(r);
if (i != 0) /* avoid undefined shift of LUA_NBITS when i == 0 */
r = (r << i) | (r >> (LUA_NBITS - i));
lua_pushunsigned(L, trim(r));
return 1;
@ -147,7 +148,9 @@ static int b_rrot (lua_State *L) {
/*
** get field and width arguments for field-manipulation functions,
** checking whether they are valid
** checking whether they are valid.
** ('luaL_error' called without 'return' to avoid later warnings about
** 'width' being used uninitialized.)
*/
static int fieldargs (lua_State *L, int farg, int *width) {
int f = luaL_checkint(L, farg);

@ -1,5 +1,5 @@
/*
** $Id: lcode.c,v 2.60 2011/08/30 16:26:41 roberto Exp $
** $Id: lcode.c,v 2.62.1.1 2013/04/12 18:48:47 roberto Exp $
** Code generator for Lua
** See Copyright Notice in lua.h
*/
@ -330,8 +330,7 @@ int luaK_numberK (FuncState *fs, lua_Number r) {
setnvalue(&o, r);
if (r == 0 || luai_numisnan(NULL, r)) { /* handle -0 and NaN */
/* use raw representation as key to avoid numeric problems */
setsvalue(L, L->top, luaS_newlstr(L, (char *)&r, sizeof(r)));
incr_top(L);
setsvalue(L, L->top++, luaS_newlstr(L, (char *)&r, sizeof(r)));
n = addk(fs, L->top - 1, &o);
L->top--;
}

@ -1,5 +1,5 @@
/*
** $Id: lcorolib.c,v 1.4 2012/04/27 18:59:04 roberto Exp $
** $Id: lcorolib.c,v 1.5.1.1 2013/04/12 18:48:47 roberto Exp $
** Coroutine Library
** See Copyright Notice in lua.h
*/
@ -73,7 +73,7 @@ static int luaB_auxwrap (lua_State *L) {
lua_insert(L, -2);
lua_concat(L, 2);
}
lua_error(L); /* propagate error */
return lua_error(L); /* propagate error */
}
return r;
}

@ -1,5 +1,5 @@
/*
** $Id: lctype.c,v 1.11 2011/10/03 16:19:23 roberto Exp $
** $Id: lctype.c,v 1.11.1.1 2013/04/12 18:48:47 roberto Exp $
** 'ctype' functions for Lua
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: ldblib.c,v 1.132 2012/01/19 20:14:44 roberto Exp $
** $Id: ldblib.c,v 1.132.1.1 2013/04/12 18:48:47 roberto Exp $
** Interface from Lua to its debug API
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: ldebug.c,v 2.89 2012/01/20 22:05:50 roberto Exp $
** $Id: ldebug.c,v 2.90.1.3 2013/05/16 16:04:15 roberto Exp $
** Debug Interface
** See Copyright Notice in lua.h
*/
@ -196,7 +196,7 @@ static void funcinfo (lua_Debug *ar, Closure *cl) {
static void collectvalidlines (lua_State *L, Closure *f) {
if (noLuaClosure(f)) {
setnilvalue(L->top);
incr_top(L);
api_incr_top(L);
}
else {
int i;
@ -204,7 +204,7 @@ static void collectvalidlines (lua_State *L, Closure *f) {
int *lineinfo = f->l.p->lineinfo;
Table *t = luaH_new(L); /* new table to store active lines */
sethvalue(L, L->top, t); /* push it on stack */
incr_top(L);
api_incr_top(L);
setbvalue(&v, 1); /* boolean 'true' to be the value of all indices */
for (i = 0; i < f->l.p->sizelineinfo; i++) /* for all lines with code */
luaH_setint(L, t, lineinfo[i], &v); /* table[line] = true */
@ -285,7 +285,7 @@ LUA_API int lua_getinfo (lua_State *L, const char *what, lua_Debug *ar) {
status = auxgetinfo(L, what, ar, cl, ci);
if (strchr(what, 'f')) {
setobjs2s(L, L->top, func);
incr_top(L);
api_incr_top(L);
}
if (strchr(what, 'L'))
collectvalidlines(L, cl);
@ -327,12 +327,20 @@ static void kname (Proto *p, int pc, int c, const char **name) {
}
static int filterpc (int pc, int jmptarget) {
if (pc < jmptarget) /* is code conditional (inside a jump)? */
return -1; /* cannot know who sets that register */
else return pc; /* current position sets that register */
}
/*
** try to find last instruction before 'lastpc' that modified register 'reg'
*/
static int findsetreg (Proto *p, int lastpc, int reg) {
int pc;
int setreg = -1; /* keep last instruction that changed 'reg' */
int jmptarget = 0; /* any code before this address is conditional */
for (pc = 0; pc < lastpc; pc++) {
Instruction i = p->code[pc];
OpCode op = GET_OPCODE(i);
@ -341,33 +349,38 @@ static int findsetreg (Proto *p, int lastpc, int reg) {
case OP_LOADNIL: {
int b = GETARG_B(i);
if (a <= reg && reg <= a + b) /* set registers from 'a' to 'a+b' */
setreg = pc;
setreg = filterpc(pc, jmptarget);
break;
}
case OP_TFORCALL: {
if (reg >= a + 2) setreg = pc; /* affect all regs above its base */
if (reg >= a + 2) /* affect all regs above its base */
setreg = filterpc(pc, jmptarget);
break;
}
case OP_CALL:
case OP_TAILCALL: {
if (reg >= a) setreg = pc; /* affect all registers above base */
if (reg >= a) /* affect all registers above base */
setreg = filterpc(pc, jmptarget);
break;
}
case OP_JMP: {
int b = GETARG_sBx(i);
int dest = pc + 1 + b;
/* jump is forward and do not skip `lastpc'? */
if (pc < dest && dest <= lastpc)
pc += b; /* do the jump */
if (pc < dest && dest <= lastpc) {
if (dest > jmptarget)
jmptarget = dest; /* update 'jmptarget' */
}
break;
}
case OP_TEST: {
if (reg == a) setreg = pc; /* jumped code can change 'a' */
if (reg == a) /* jumped code can change 'a' */
setreg = filterpc(pc, jmptarget);
break;
}
default:
if (testAMode(op) && reg == a) /* any instruction that set A */
setreg = pc;
setreg = filterpc(pc, jmptarget);
break;
}
}
@ -518,7 +531,7 @@ l_noret luaG_typeerror (lua_State *L, const TValue *o, const char *op) {
l_noret luaG_concaterror (lua_State *L, StkId p1, StkId p2) {
if (ttisstring(p1) || ttisnumber(p1)) p1 = p2;
lua_assert(!ttisstring(p1) && !ttisnumber(p2));
lua_assert(!ttisstring(p1) && !ttisnumber(p1));
luaG_typeerror(L, p1, "concatenate");
}
@ -563,7 +576,7 @@ l_noret luaG_errormsg (lua_State *L) {
if (!ttisfunction(errfunc)) luaD_throw(L, LUA_ERRERR);
setobjs2s(L, L->top, L->top - 1); /* move argument */
setobjs2s(L, L->top - 1, errfunc); /* push function */
incr_top(L);
L->top++;
luaD_call(L, L->top - 2, 1, 0); /* call it */
}
luaD_throw(L, LUA_ERRRUN);

@ -1,5 +1,5 @@
/*
** $Id: ldo.c,v 2.105 2012/06/08 15:14:04 roberto Exp $
** $Id: ldo.c,v 2.108.1.3 2013/11/08 18:22:50 roberto Exp $
** Stack and Call structure of Lua
** See Copyright Notice in lua.h
*/
@ -260,6 +260,7 @@ static StkId adjust_varargs (lua_State *L, Proto *p, int actual) {
StkId base, fixed;
lua_assert(actual >= nfixargs);
/* move fixed parameters to final position */
luaD_checkstack(L, p->maxstacksize); /* check again for new 'base' */
fixed = L->top - actual; /* first fixed argument */
base = L->top; /* final position of first argument */
for (i=0; i<nfixargs; i++) {
@ -311,6 +312,7 @@ int luaD_precall (lua_State *L, StkId func, int nresults) {
ci->top = L->top + LUA_MINSTACK;
lua_assert(ci->top <= L->stack_last);
ci->callstatus = 0;
luaC_checkGC(L); /* stack grow uses memory */
if (L->hookmask & LUA_MASKCALL)
luaD_hook(L, LUA_HOOKCALL, -1);
lua_unlock(L);
@ -323,12 +325,18 @@ int luaD_precall (lua_State *L, StkId func, int nresults) {
case LUA_TLCL: { /* Lua function: prepare its call */
StkId base;
Proto *p = clLvalue(func)->p;
luaD_checkstack(L, p->maxstacksize);
func = restorestack(L, funcr);
n = cast_int(L->top - func) - 1; /* number of real arguments */
luaD_checkstack(L, p->maxstacksize);
for (; n < p->numparams; n++)
setnilvalue(L->top++); /* complete missing arguments */
base = (!p->is_vararg) ? func + 1 : adjust_varargs(L, p, n);
if (!p->is_vararg) {
func = restorestack(L, funcr);
base = func + 1;
}
else {
base = adjust_varargs(L, p, n);
func = restorestack(L, funcr); /* previous call can change stack */
}
ci = next_ci(L); /* now 'enter' new function */
ci->nresults = nresults;
ci->func = func;
@ -338,6 +346,7 @@ int luaD_precall (lua_State *L, StkId func, int nresults) {
ci->u.l.savedpc = p->code; /* starting point */
ci->callstatus = CIST_LUA;
L->top = ci->top;
luaC_checkGC(L); /* stack grow uses memory */
if (L->hookmask & LUA_MASKCALL)
callhook(L, ci);
return 0;
@ -393,7 +402,6 @@ void luaD_call (lua_State *L, StkId func, int nResults, int allowyield) {
luaV_execute(L); /* call it */
if (!allowyield) L->nny--;
L->nCcalls--;
luaC_checkGC(L);
}
@ -402,10 +410,11 @@ static void finishCcall (lua_State *L) {
int n;
lua_assert(ci->u.c.k != NULL); /* must have a continuation */
lua_assert(L->nny == 0);
/* finish 'lua_pcallk' */
if (ci->callstatus & CIST_YPCALL)
if (ci->callstatus & CIST_YPCALL) { /* was inside a pcall? */
ci->callstatus &= ~CIST_YPCALL; /* finish 'lua_pcall' */
L->errfunc = ci->u.c.old_errfunc;
/* finish 'lua_callk' */
}
/* finish 'lua_callk'/'lua_pcall' */
adjustresults(L, ci->nresults);
/* call continuation function */
if (!(ci->callstatus & CIST_STAT)) /* no call status? */
@ -476,7 +485,7 @@ static int recover (lua_State *L, int status) {
static l_noret resume_error (lua_State *L, const char *msg, StkId firstArg) {
L->top = firstArg; /* remove args from the stack */
setsvalue2s(L, L->top, luaS_new(L, msg)); /* push error message */
incr_top(L);
api_incr_top(L);
luaD_throw(L, -1); /* jump back to 'lua_resume' */
}
@ -525,6 +534,7 @@ static void resume (lua_State *L, void *ud) {
LUA_API int lua_resume (lua_State *L, lua_State *from, int nargs) {
int status;
int oldnny = L->nny; /* save 'nny' */
lua_lock(L);
luai_userstateresume(L, nargs);
L->nCcalls = (from) ? from->nCcalls + 1 : 1;
@ -546,7 +556,7 @@ LUA_API int lua_resume (lua_State *L, lua_State *from, int nargs) {
}
lua_assert(status == L->status);
}
L->nny = 1; /* do not allow yields */
L->nny = oldnny; /* restore 'nny' */
L->nCcalls--;
lua_assert(L->nCcalls == ((from) ? from->nCcalls : 0));
lua_unlock(L);
@ -561,7 +571,7 @@ LUA_API int lua_yieldk (lua_State *L, int nresults, int ctx, lua_CFunction k) {
api_checknelems(L, nresults);
if (L->nny > 0) {
if (L != G(L)->mainthread)
luaG_runerror(L, "attempt to yield across metamethod/C-call boundary");
luaG_runerror(L, "attempt to yield across a C-call boundary");
else
luaG_runerror(L, "attempt to yield from outside a coroutine");
}

@ -1,5 +1,5 @@
/*
** $Id: ldump.c,v 2.17 2012/01/23 23:02:10 roberto Exp $
** $Id: ldump.c,v 2.17.1.1 2013/04/12 18:48:47 roberto Exp $
** save precompiled Lua chunks
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lfunc.c,v 2.29 2012/05/08 13:53:33 roberto Exp $
** $Id: lfunc.c,v 2.30.1.1 2013/04/12 18:48:47 roberto Exp $
** Auxiliary functions to manipulate prototypes and closures
** See Copyright Notice in lua.h
*/
@ -52,12 +52,12 @@ UpVal *luaF_findupval (lua_State *L, StkId level) {
while (*pp != NULL && (p = gco2uv(*pp))->v >= level) {
GCObject *o = obj2gco(p);
lua_assert(p->v != &p->u.value);
lua_assert(!isold(o) || isold(obj2gco(L)));
if (p->v == level) { /* found a corresponding upvalue? */
if (isdead(g, o)) /* is it dead? */
changewhite(o); /* resurrect it */
return p;
}
resetoldbit(o); /* may create a newer upval after this one */
pp = &p->next;
}
/* not found: create a new one */

@ -1,5 +1,5 @@
/*
** $Id: lgc.c,v 2.133 2012/05/31 21:28:59 roberto Exp $
** $Id: lgc.c,v 2.140.1.2 2013/04/26 18:22:05 roberto Exp $
** Garbage Collector
** See Copyright Notice in lua.h
*/
@ -43,21 +43,12 @@
*/
#define STEPMULADJ 200
/*
** macro to adjust 'pause': 'pause' is actually used like
** 'pause / PAUSEADJ' (value chosen by tests)
*/
#define PAUSEADJ 200
/*
** standard negative debt for GC; a reasonable "time" to wait before
** starting a new cycle
*/
#define stddebtest(g,e) (-cast(l_mem, (e)/PAUSEADJ) * g->gcpause)
#define stddebt(g) stddebtest(g, gettotalbytes(g))
#define PAUSEADJ 100
/*
@ -144,9 +135,9 @@ static int iscleared (global_State *g, const TValue *o) {
void luaC_barrier_ (lua_State *L, GCObject *o, GCObject *v) {
global_State *g = G(L);
lua_assert(isblack(o) && iswhite(v) && !isdead(g, v) && !isdead(g, o));
lua_assert(isgenerational(g) || g->gcstate != GCSpause);
lua_assert(g->gcstate != GCSpause);
lua_assert(gch(o)->tt != LUA_TTABLE);
if (keepinvariant(g)) /* must keep invariant? */
if (keepinvariantout(g)) /* must keep invariant? */
reallymarkobject(g, v); /* restore invariant */
else { /* sweep phase */
lua_assert(issweepphase(g));
@ -343,7 +334,7 @@ static void remarkupvals (global_State *g) {
** mark root set and reset all gray lists, to start a new
** incremental (or full) collection
*/
static void markroot (global_State *g) {
static void restartcollection (global_State *g) {
g->gray = g->grayagain = NULL;
g->weak = g->allweak = g->ephemeron = NULL;
markobject(g, g->mainthread);
@ -459,7 +450,7 @@ static lu_mem traversetable (global_State *g, Table *h) {
else /* not weak */
traversestrongtable(g, h);
return sizeof(Table) + sizeof(TValue) * h->sizearray +
sizeof(Node) * sizenode(h);
sizeof(Node) * cast(size_t, sizenode(h));
}
@ -502,17 +493,24 @@ static lu_mem traverseLclosure (global_State *g, LClosure *cl) {
static lu_mem traversestack (global_State *g, lua_State *th) {
int n = 0;
StkId o = th->stack;
if (o == NULL)
return 1; /* stack not completely built yet */
for (; o < th->top; o++)
for (; o < th->top; o++) /* mark live elements in the stack */
markvalue(g, o);
if (g->gcstate == GCSatomic) { /* final traversal? */
StkId lim = th->stack + th->stacksize; /* real end of stack */
for (; o < lim; o++) /* clear not-marked stack slice */
setnilvalue(o);
}
return sizeof(lua_State) + sizeof(TValue) * th->stacksize;
else { /* count call infos to compute size */
CallInfo *ci;
for (ci = &th->base_ci; ci != th->ci; ci = ci->next)
n++;
}
return sizeof(lua_State) + sizeof(TValue) * th->stacksize +
sizeof(CallInfo) * n;
}
@ -796,7 +794,7 @@ static GCObject *udata2finalize (global_State *g) {
g->allgc = o;
resetbit(gch(o)->marked, SEPARATED); /* mark that it is not in 'tobefnz' */
lua_assert(!isold(o)); /* see MOVE OLD rule */
if (!keepinvariant(g)) /* not keeping invariant? */
if (!keepinvariantout(g)) /* not keeping invariant? */
makewhite(g, o); /* "sweep" object */
return o;
}
@ -855,7 +853,7 @@ static void separatetobefnz (lua_State *L, int all) {
while ((curr = *p) != NULL) { /* traverse all finalizable objects */
lua_assert(!isfinalized(curr));
lua_assert(testbit(gch(curr)->marked, SEPARATED));
if (!(all || iswhite(curr))) /* not being collected? */
if (!(iswhite(curr) || all)) /* not being collected? */
p = &gch(curr)->next; /* don't bother with it */
else {
l_setbit(gch(curr)->marked, FINALIZEDBIT); /* won't be finalized again */
@ -891,7 +889,7 @@ void luaC_checkfinalizer (lua_State *L, GCObject *o, Table *mt) {
ho->next = g->finobj; /* link it in list 'finobj' */
g->finobj = o;
l_setbit(ho->marked, SEPARATED); /* mark it as such */
if (!keepinvariant(g)) /* not keeping invariant? */
if (!keepinvariantout(g)) /* not keeping invariant? */
makewhite(g, o); /* "sweep" object */
else
resetoldbit(o); /* see MOVE OLD rule */
@ -908,6 +906,21 @@ void luaC_checkfinalizer (lua_State *L, GCObject *o, Table *mt) {
*/
/*
** set a reasonable "time" to wait before starting a new GC cycle;
** cycle will start when memory use hits threshold
*/
static void setpause (global_State *g, l_mem estimate) {
l_mem debt, threshold;
estimate = estimate / PAUSEADJ; /* adjust 'estimate' */
threshold = (g->gcpause < MAX_LMEM / estimate) /* overflow? */
? estimate * g->gcpause /* no overflow */
: MAX_LMEM; /* overflow; truncate to maximum */
debt = -cast(l_mem, threshold - gettotalbytes(g));
luaE_setdebt(g, debt);
}
#define sweepphases \
(bitmask(GCSsweepstring) | bitmask(GCSsweepudata) | bitmask(GCSsweep))
@ -918,7 +931,7 @@ void luaC_checkfinalizer (lua_State *L, GCObject *o, Table *mt) {
** object inside the list (instead of to the header), so that the real
** sweep do not need to skip objects created between "now" and the start
** of the real sweep.
** Returns how many objects it sweeped.
** Returns how many objects it swept.
*/
static int entersweep (lua_State *L) {
global_State *g = G(L);
@ -985,7 +998,7 @@ void luaC_freeallobjects (lua_State *L) {
static l_mem atomic (lua_State *L) {
global_State *g = G(L);
l_mem work = -g->GCmemtrav; /* start counting work */
l_mem work = -cast(l_mem, g->GCmemtrav); /* start counting work */
GCObject *origweak, *origall;
lua_assert(!iswhite(obj2gco(g->mainthread)));
markobject(g, L); /* mark running thread */
@ -1028,12 +1041,10 @@ static lu_mem singlestep (lua_State *L) {
global_State *g = G(L);
switch (g->gcstate) {
case GCSpause: {
g->GCmemtrav = 0; /* start to count memory traversed */
if (!isgenerational(g))
markroot(g); /* start a new collection */
/* in any case, root must be marked at this point */
lua_assert(!iswhite(obj2gco(g->mainthread))
&& !iswhite(gcvalue(&g->l_registry)));
/* start to count memory traversed */
g->GCmemtrav = g->strt.size * sizeof(GCObject*);
lua_assert(!isgenerational(g));
restartcollection(g);
g->gcstate = GCSpropagate;
return g->GCmemtrav;
}
@ -1105,18 +1116,23 @@ void luaC_runtilstate (lua_State *L, int statesmask) {
static void generationalcollection (lua_State *L) {
global_State *g = G(L);
lua_assert(g->gcstate == GCSpropagate);
if (g->GCestimate == 0) { /* signal for another major collection? */
luaC_fullgc(L, 0); /* perform a full regular collection */
g->GCestimate = gettotalbytes(g); /* update control */
}
else {
lu_mem estimate = g->GCestimate;
luaC_runtilstate(L, ~bitmask(GCSpause)); /* run complete cycle */
luaC_runtilstate(L, bitmask(GCSpause));
luaC_runtilstate(L, bitmask(GCSpause)); /* run complete (minor) cycle */
g->gcstate = GCSpropagate; /* skip restart */
if (gettotalbytes(g) > (estimate / 100) * g->gcmajorinc)
g->GCestimate = 0; /* signal for a major collection */
else
g->GCestimate = estimate; /* keep estimate from last major coll. */
}
luaE_setdebt(g, stddebt(g));
setpause(g, gettotalbytes(g));
lua_assert(g->gcstate == GCSpropagate);
}
@ -1124,7 +1140,7 @@ static void incstep (lua_State *L) {
global_State *g = G(L);
l_mem debt = g->GCdebt;
int stepmul = g->gcstepmul;
if (stepmul < 40) stepmul = 40; /* avoid ridiculous low values */
if (stepmul < 40) stepmul = 40; /* avoid ridiculous low values (and 0) */
/* convert debt from Kb to 'work units' (avoid zero debt and overflows) */
debt = (debt / STEPMULADJ) + 1;
debt = (debt < MAX_LMEM / stepmul) ? debt * stepmul : MAX_LMEM;
@ -1133,10 +1149,11 @@ static void incstep (lua_State *L) {
debt -= work;
} while (debt > -GCSTEPSIZE && g->gcstate != GCSpause);
if (g->gcstate == GCSpause)
debt = stddebtest(g, g->GCestimate); /* pause until next cycle */
else
setpause(g, g->GCestimate); /* pause until next cycle */
else {
debt = (debt / stepmul) * STEPMULADJ; /* convert 'work units' to Kb */
luaE_setdebt(g, debt);
}
}
@ -1172,7 +1189,6 @@ void luaC_step (lua_State *L) {
void luaC_fullgc (lua_State *L, int isemergency) {
global_State *g = G(L);
int origkind = g->gckind;
int someblack = keepinvariant(g);
lua_assert(origkind != KGC_EMERGENCY);
if (isemergency) /* do not run finalizers during emergency GC */
g->gckind = KGC_EMERGENCY;
@ -1180,22 +1196,21 @@ void luaC_fullgc (lua_State *L, int isemergency) {
g->gckind = KGC_NORMAL;
callallpendingfinalizers(L, 1);
}
if (someblack) { /* may there be some black objects? */
if (keepinvariant(g)) { /* may there be some black objects? */
/* must sweep all objects to turn them back to white
(as white has not changed, nothing will be collected) */
entersweep(L);
}
/* finish any pending sweep phase to start a new cycle */
luaC_runtilstate(L, bitmask(GCSpause));
/* run entire collector */
luaC_runtilstate(L, ~bitmask(GCSpause));
luaC_runtilstate(L, bitmask(GCSpause));
luaC_runtilstate(L, ~bitmask(GCSpause)); /* start new collection */
luaC_runtilstate(L, bitmask(GCSpause)); /* run entire collection */
if (origkind == KGC_GEN) { /* generational mode? */
/* generational mode must always start in propagate phase */
/* generational mode must be kept in propagate phase */
luaC_runtilstate(L, bitmask(GCSpropagate));
}
g->gckind = origkind;
luaE_setdebt(g, stddebt(g));
setpause(g, gettotalbytes(g));
if (!isemergency) /* do not run finalizers during emergency GC */
callallpendingfinalizers(L, 1);
}

@ -1,5 +1,5 @@
/*
** $Id: linit.c,v 1.32 2011/04/08 19:17:36 roberto Exp $
** $Id: linit.c,v 1.32.1.1 2013/04/12 18:48:47 roberto Exp $
** Initialization of libraries for lua.c and other clients
** See Copyright Notice in lua.h
*/

@ -1,16 +1,16 @@
/*
** $Id: liolib.c,v 2.108 2011/11/25 12:50:03 roberto Exp $
** $Id: liolib.c,v 2.112.1.1 2013/04/12 18:48:47 roberto Exp $
** Standard I/O (and system) library
** See Copyright Notice in lua.h
*/
/*
** POSIX idiosyncrasy!
** This definition must come before the inclusion of 'stdio.h'; it
** should not affect non-POSIX systems
*/
#if !defined(_FILE_OFFSET_BITS)
#define _LARGEFILE_SOURCE 1
#define _FILE_OFFSET_BITS 64
#endif
@ -29,6 +29,20 @@
#include "lualib.h"
#if !defined(lua_checkmode)
/*
** Check whether 'mode' matches '[rwa]%+?b?'.
** Change this macro to accept other modes for 'fopen' besides
** the standard ones.
*/
#define lua_checkmode(mode) \
(*mode != '\0' && strchr("rwa", *(mode++)) != NULL && \
(*mode != '+' || ++mode) && /* skip if char is '+' */ \
(*mode != 'b' || ++mode) && /* skip if char is 'b' */ \
(*mode == '\0'))
#endif
/*
** {======================================================
@ -66,36 +80,37 @@
/*
** {======================================================
** lua_fseek/lua_ftell: configuration for longer offsets
** lua_fseek: configuration for longer offsets
** =======================================================
*/
#if !defined(lua_fseek) /* { */
#if !defined(lua_fseek) && !defined(LUA_ANSI) /* { */
#if defined(LUA_USE_POSIX)
#if defined(LUA_USE_POSIX) /* { */
#define l_fseek(f,o,w) fseeko(f,o,w)
#define l_ftell(f) ftello(f)
#define l_seeknum off_t
#elif defined(LUA_WIN) && !defined(_CRTIMP_TYPEINFO) \
&& defined(_MSC_VER) && (_MSC_VER >= 1400)
&& defined(_MSC_VER) && (_MSC_VER >= 1400) /* }{ */
/* Windows (but not DDK) and Visual C++ 2005 or higher */
#define l_fseek(f,o,w) _fseeki64(f,o,w)
#define l_ftell(f) _ftelli64(f)
#define l_seeknum __int64
#else
#endif /* } */
#endif /* } */
#if !defined(l_fseek) /* default definitions */
#define l_fseek(f,o,w) fseek(f,o,w)
#define l_ftell(f) ftell(f)
#define l_seeknum long
#endif
#endif /* } */
/* }====================================================== */
@ -212,14 +227,8 @@ static int io_open (lua_State *L) {
const char *filename = luaL_checkstring(L, 1);
const char *mode = luaL_optstring(L, 2, "r");
LStream *p = newfile(L);
int i = 0;
/* check whether 'mode' matches '[rwa]%+?b?' */
if (!(mode[i] != '\0' && strchr("rwa", mode[i++]) != NULL &&
(mode[i] != '+' || ++i) && /* skip if char is '+' */
(mode[i] != 'b' || ++i) && /* skip if char is 'b' */
(mode[i] == '\0')))
return luaL_error(L, "invalid mode " LUA_QS
" (should match " LUA_QL("[rwa]%%+?b?") ")", mode);
const char *md = mode; /* to traverse/check mode */
luaL_argcheck(L, lua_checkmode(md), 2, "invalid mode");
p->f = fopen(filename, mode);
return (p->f == NULL) ? luaL_fileresult(L, 0, filename) : 1;
}

@ -1,5 +1,5 @@
/*
** $Id: llex.c,v 2.61 2012/01/23 23:05:51 roberto Exp $
** $Id: llex.c,v 2.63.1.2 2013/08/30 15:49:41 roberto Exp $
** Lexical Analyzer
** See Copyright Notice in lua.h
*/
@ -73,16 +73,16 @@ void luaX_init (lua_State *L) {
const char *luaX_token2str (LexState *ls, int token) {
if (token < FIRST_RESERVED) {
if (token < FIRST_RESERVED) { /* single-byte symbols? */
lua_assert(token == cast(unsigned char, token));
return (lisprint(token)) ? luaO_pushfstring(ls->L, LUA_QL("%c"), token) :
luaO_pushfstring(ls->L, "char(%d)", token);
}
else {
const char *s = luaX_tokens[token - FIRST_RESERVED];
if (token < TK_EOS)
if (token < TK_EOS) /* fixed format (symbols and reserved words)? */
return luaO_pushfstring(ls->L, LUA_QS, s);
else
else /* names, strings, and numerals */
return s;
}
}
@ -133,6 +133,9 @@ TString *luaX_newstring (LexState *ls, const char *str, size_t l) {
setbvalue(o, 1); /* t[string] = true */
luaC_checkGC(L);
}
else { /* string already present */
ts = rawtsvalue(keyfromval(o)); /* re-use value previously stored */
}
L->top--; /* remove string from stack */
return ts;
}
@ -313,7 +316,7 @@ static int readhexaesc (LexState *ls) {
int c[3], i; /* keep input for error message */
int r = 0; /* result accumulator */
c[0] = 'x'; /* for error message */
for (i = 1; i < 3; i++) { /* read two hexa digits */
for (i = 1; i < 3; i++) { /* read two hexadecimal digits */
c[i] = next(ls);
if (!lisxdigit(c[i]))
escerror(ls, c, i + 1, "hexadecimal digit expected");

@ -1,5 +1,5 @@
/*
** $Id: lmathlib.c,v 1.81 2012/05/18 17:47:53 roberto Exp $
** $Id: lmathlib.c,v 1.83.1.1 2013/04/12 18:48:47 roberto Exp $
** Standard mathematical library
** See Copyright Notice in lua.h
*/
@ -17,106 +17,101 @@
#include "lualib.h"
/* macro 'l_tg' allows the addition of an 'l' or 'f' to all math operations */
#if !defined(l_tg)
#define l_tg(x) (x)
#endif
#undef PI
#define PI (l_tg(3.1415926535897932384626433832795))
#define RADIANS_PER_DEGREE (PI/180.0)
#define PI ((lua_Number)(3.1415926535897932384626433832795))
#define RADIANS_PER_DEGREE ((lua_Number)(PI/180.0))
static int math_abs (lua_State *L) {
lua_pushnumber(L, l_tg(fabs)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(fabs)(luaL_checknumber(L, 1)));
return 1;
}
static int math_sin (lua_State *L) {
lua_pushnumber(L, l_tg(sin)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(sin)(luaL_checknumber(L, 1)));
return 1;
}
static int math_sinh (lua_State *L) {
lua_pushnumber(L, l_tg(sinh)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(sinh)(luaL_checknumber(L, 1)));
return 1;
}
static int math_cos (lua_State *L) {
lua_pushnumber(L, l_tg(cos)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(cos)(luaL_checknumber(L, 1)));
return 1;
}
static int math_cosh (lua_State *L) {
lua_pushnumber(L, l_tg(cosh)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(cosh)(luaL_checknumber(L, 1)));
return 1;
}
static int math_tan (lua_State *L) {
lua_pushnumber(L, l_tg(tan)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(tan)(luaL_checknumber(L, 1)));
return 1;
}
static int math_tanh (lua_State *L) {
lua_pushnumber(L, l_tg(tanh)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(tanh)(luaL_checknumber(L, 1)));
return 1;
}
static int math_asin (lua_State *L) {
lua_pushnumber(L, l_tg(asin)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(asin)(luaL_checknumber(L, 1)));
return 1;
}
static int math_acos (lua_State *L) {
lua_pushnumber(L, l_tg(acos)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(acos)(luaL_checknumber(L, 1)));
return 1;
}
static int math_atan (lua_State *L) {
lua_pushnumber(L, l_tg(atan)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(atan)(luaL_checknumber(L, 1)));
return 1;
}
static int math_atan2 (lua_State *L) {
lua_pushnumber(L, l_tg(atan2)(luaL_checknumber(L, 1),
lua_pushnumber(L, l_mathop(atan2)(luaL_checknumber(L, 1),
luaL_checknumber(L, 2)));
return 1;
}
static int math_ceil (lua_State *L) {
lua_pushnumber(L, l_tg(ceil)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(ceil)(luaL_checknumber(L, 1)));
return 1;
}
static int math_floor (lua_State *L) {
lua_pushnumber(L, l_tg(floor)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(floor)(luaL_checknumber(L, 1)));
return 1;
}
static int math_fmod (lua_State *L) {
lua_pushnumber(L, l_tg(fmod)(luaL_checknumber(L, 1),
lua_pushnumber(L, l_mathop(fmod)(luaL_checknumber(L, 1),
luaL_checknumber(L, 2)));
return 1;
}
static int math_modf (lua_State *L) {
lua_Number ip;
lua_Number fp = l_tg(modf)(luaL_checknumber(L, 1), &ip);
lua_Number fp = l_mathop(modf)(luaL_checknumber(L, 1), &ip);
lua_pushnumber(L, ip);
lua_pushnumber(L, fp);
return 2;
}
static int math_sqrt (lua_State *L) {
lua_pushnumber(L, l_tg(sqrt)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(sqrt)(luaL_checknumber(L, 1)));
return 1;
}
static int math_pow (lua_State *L) {
lua_pushnumber(L, l_tg(pow)(luaL_checknumber(L, 1),
luaL_checknumber(L, 2)));
lua_Number x = luaL_checknumber(L, 1);
lua_Number y = luaL_checknumber(L, 2);
lua_pushnumber(L, l_mathop(pow)(x, y));
return 1;
}
@ -124,11 +119,11 @@ static int math_log (lua_State *L) {
lua_Number x = luaL_checknumber(L, 1);
lua_Number res;
if (lua_isnoneornil(L, 2))
res = l_tg(log)(x);
res = l_mathop(log)(x);
else {
lua_Number base = luaL_checknumber(L, 2);
if (base == 10.0) res = l_tg(log10)(x);
else res = l_tg(log)(x)/l_tg(log)(base);
if (base == (lua_Number)10.0) res = l_mathop(log10)(x);
else res = l_mathop(log)(x)/l_mathop(log)(base);
}
lua_pushnumber(L, res);
return 1;
@ -136,13 +131,13 @@ static int math_log (lua_State *L) {
#if defined(LUA_COMPAT_LOG10)
static int math_log10 (lua_State *L) {
lua_pushnumber(L, l_tg(log10)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(log10)(luaL_checknumber(L, 1)));
return 1;
}
#endif
static int math_exp (lua_State *L) {
lua_pushnumber(L, l_tg(exp)(luaL_checknumber(L, 1)));
lua_pushnumber(L, l_mathop(exp)(luaL_checknumber(L, 1)));
return 1;
}
@ -158,14 +153,15 @@ static int math_rad (lua_State *L) {
static int math_frexp (lua_State *L) {
int e;
lua_pushnumber(L, l_tg(frexp)(luaL_checknumber(L, 1), &e));
lua_pushnumber(L, l_mathop(frexp)(luaL_checknumber(L, 1), &e));
lua_pushinteger(L, e);
return 2;
}
static int math_ldexp (lua_State *L) {
lua_pushnumber(L, l_tg(ldexp)(luaL_checknumber(L, 1),
luaL_checkint(L, 2)));
lua_Number x = luaL_checknumber(L, 1);
int ep = luaL_checkint(L, 2);
lua_pushnumber(L, l_mathop(ldexp)(x, ep));
return 1;
}
@ -210,15 +206,15 @@ static int math_random (lua_State *L) {
}
case 1: { /* only upper limit */
lua_Number u = luaL_checknumber(L, 1);
luaL_argcheck(L, 1.0 <= u, 1, "interval is empty");
lua_pushnumber(L, l_tg(floor)(r*u) + 1.0); /* int in [1, u] */
luaL_argcheck(L, (lua_Number)1.0 <= u, 1, "interval is empty");
lua_pushnumber(L, l_mathop(floor)(r*u) + (lua_Number)(1.0)); /* [1, u] */
break;
}
case 2: { /* lower and upper limits */
lua_Number l = luaL_checknumber(L, 1);
lua_Number u = luaL_checknumber(L, 2);
luaL_argcheck(L, l <= u, 2, "interval is empty");
lua_pushnumber(L, l_tg(floor)(r*(u-l+1)) + l); /* int in [l, u] */
lua_pushnumber(L, l_mathop(floor)(r*(u-l+1)) + l); /* [l, u] */
break;
}
default: return luaL_error(L, "wrong number of arguments");

@ -1,5 +1,5 @@
/*
** $Id: lmem.c,v 1.84 2012/05/23 15:41:53 roberto Exp $
** $Id: lmem.c,v 1.84.1.1 2013/04/12 18:48:47 roberto Exp $
** Interface to Memory Manager
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: loadlib.c,v 1.111 2012/05/30 12:33:44 roberto Exp $
** $Id: loadlib.c,v 1.111.1.1 2013/04/12 18:48:47 roberto Exp $
** Dynamic library loader for Lua
** See Copyright Notice in lua.h
**

@ -1,5 +1,5 @@
/*
** $Id: lobject.c,v 2.55 2011/11/30 19:30:16 roberto Exp $
** $Id: lobject.c,v 2.58.1.1 2013/04/12 18:48:47 roberto Exp $
** Some generic functions over Lua objects
** See Copyright Notice in lua.h
*/
@ -104,7 +104,7 @@ static int isneg (const char **s) {
static lua_Number readhexa (const char **s, lua_Number r, int *count) {
for (; lisxdigit(cast_uchar(**s)); (*s)++) { /* read integer part */
r = (r * 16.0) + cast_num(luaO_hexavalue(cast_uchar(**s)));
r = (r * cast_num(16.0)) + cast_num(luaO_hexavalue(cast_uchar(**s)));
(*count)++;
}
return r;
@ -149,7 +149,7 @@ static lua_Number lua_strx2number (const char *s, char **endptr) {
*endptr = cast(char *, s); /* valid up to here */
ret:
if (neg) r = -r;
return ldexp(r, e);
return l_mathop(ldexp)(r, e);
}
#endif
@ -171,8 +171,7 @@ int luaO_str2d (const char *s, size_t len, lua_Number *result) {
static void pushstr (lua_State *L, const char *str, size_t l) {
setsvalue2s(L, L->top, luaS_newlstr(L, str, l));
incr_top(L);
setsvalue2s(L, L->top++, luaS_newlstr(L, str, l));
}
@ -182,8 +181,8 @@ const char *luaO_pushvfstring (lua_State *L, const char *fmt, va_list argp) {
for (;;) {
const char *e = strchr(fmt, '%');
if (e == NULL) break;
setsvalue2s(L, L->top, luaS_newlstr(L, fmt, e-fmt));
incr_top(L);
luaD_checkstack(L, 2); /* fmt + item */
pushstr(L, fmt, e - fmt);
switch (*(e+1)) {
case 's': {
const char *s = va_arg(argp, char *);
@ -198,13 +197,11 @@ const char *luaO_pushvfstring (lua_State *L, const char *fmt, va_list argp) {
break;
}
case 'd': {
setnvalue(L->top, cast_num(va_arg(argp, int)));
incr_top(L);
setnvalue(L->top++, cast_num(va_arg(argp, int)));
break;
}
case 'f': {
setnvalue(L->top, cast_num(va_arg(argp, l_uacNumber)));
incr_top(L);
setnvalue(L->top++, cast_num(va_arg(argp, l_uacNumber)));
break;
}
case 'p': {
@ -226,6 +223,7 @@ const char *luaO_pushvfstring (lua_State *L, const char *fmt, va_list argp) {
n += 2;
fmt = e+2;
}
luaD_checkstack(L, 1);
pushstr(L, fmt, strlen(fmt));
if (n > 0) luaV_concat(L, n + 1);
return svalue(L->top - 1);

@ -1,5 +1,5 @@
/*
** $Id: lopcodes.c,v 1.49 2012/05/14 13:34:18 roberto Exp $
** $Id: lopcodes.c,v 1.49.1.1 2013/04/12 18:48:47 roberto Exp $
** Opcodes for Lua virtual machine
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: loslib.c,v 1.39 2012/05/23 15:37:09 roberto Exp $
** $Id: loslib.c,v 1.40.1.1 2013/04/12 18:48:47 roberto Exp $
** Standard Operating System library
** See Copyright Notice in lua.h
*/
@ -98,7 +98,7 @@ static int os_remove (lua_State *L) {
static int os_rename (lua_State *L) {
const char *fromname = luaL_checkstring(L, 1);
const char *toname = luaL_checkstring(L, 2);
return luaL_fileresult(L, rename(fromname, toname) == 0, fromname);
return luaL_fileresult(L, rename(fromname, toname) == 0, NULL);
}

@ -1,5 +1,5 @@
/*
** $Id: lparser.c,v 2.128 2012/05/20 14:51:23 roberto Exp $
** $Id: lparser.c,v 2.130.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua Parser
** See Copyright Notice in lua.h
*/
@ -245,7 +245,7 @@ static int newupvalue (FuncState *fs, TString *name, expdesc *v) {
static int searchvar (FuncState *fs, TString *n) {
int i;
for (i=fs->nactvar-1; i >= 0; i--) {
for (i = cast_int(fs->nactvar) - 1; i >= 0; i--) {
if (luaS_eqstr(n, getlocvar(fs, i)->varname))
return i;
}
@ -512,12 +512,15 @@ static Proto *addprototype (LexState *ls) {
/*
** codes instruction to create new closure in parent function
** codes instruction to create new closure in parent function.
** The OP_CLOSURE instruction must use the last available register,
** so that, if it invokes the GC, the GC knows which registers
** are in use at that time.
*/
static void codeclosure (LexState *ls, expdesc *v) {
FuncState *fs = ls->fs->prev;
init_exp(v, VRELOCABLE, luaK_codeABx(fs, OP_CLOSURE, 0, fs->np - 1));
luaK_exp2nextreg(fs, v); /* fix it at stack top (for GC) */
luaK_exp2nextreg(fs, v); /* fix it at the last register */
}

@ -1,5 +1,5 @@
/*
** $Id: lstate.c,v 2.98 2012/05/30 12:33:44 roberto Exp $
** $Id: lstate.c,v 2.99.1.2 2013/11/08 17:45:31 roberto Exp $
** Global State
** See Copyright Notice in lua.h
*/
@ -48,7 +48,7 @@
*/
#if !defined(luai_makeseed)
#include <time.h>
#define luai_makeseed() cast(size_t, time(NULL))
#define luai_makeseed() cast(unsigned int, time(NULL))
#endif
@ -192,6 +192,8 @@ static void f_luaopen (lua_State *L, void *ud) {
g->memerrmsg = luaS_newliteral(L, MEMERRMSG);
luaS_fix(g->memerrmsg); /* it should never be collected */
g->gcrunning = 1; /* allow gc */
g->version = lua_version(NULL);
luai_userstateopen(L);
}
@ -222,6 +224,8 @@ static void close_state (lua_State *L) {
global_State *g = G(L);
luaF_close(L, L->stack); /* close all upvalues for this thread */
luaC_freeallobjects(L); /* collect all objects */
if (g->version) /* closing a fully built state? */
luai_userstateclose(L);
luaM_freearray(L, G(L)->strt.hash, G(L)->strt.size);
luaZ_freebuffer(L, &g->buff);
freestack(L);
@ -287,7 +291,7 @@ LUA_API lua_State *lua_newstate (lua_Alloc f, void *ud) {
setnilvalue(&g->l_registry);
luaZ_initbuffer(L, &g->buff);
g->panic = NULL;
g->version = lua_version(NULL);
g->version = NULL;
g->gcstate = GCSpause;
g->allgc = NULL;
g->finobj = NULL;
@ -306,8 +310,6 @@ LUA_API lua_State *lua_newstate (lua_Alloc f, void *ud) {
close_state(L);
L = NULL;
}
else
luai_userstateopen(L);
return L;
}
@ -315,7 +317,6 @@ LUA_API lua_State *lua_newstate (lua_Alloc f, void *ud) {
LUA_API void lua_close (lua_State *L) {
L = G(L)->mainthread; /* only the main thread can be closed */
lua_lock(L);
luai_userstateclose(L);
close_state(L);
}

@ -1,5 +1,5 @@
/*
** $Id: lstring.c,v 2.24 2012/05/11 14:14:42 roberto Exp $
** $Id: lstring.c,v 2.26.1.1 2013/04/12 18:48:47 roberto Exp $
** String table (keeps all strings handled by Lua)
** See Copyright Notice in lua.h
*/
@ -49,7 +49,7 @@ int luaS_eqstr (TString *a, TString *b) {
unsigned int luaS_hash (const char *str, size_t l, unsigned int seed) {
unsigned int h = seed ^ l;
unsigned int h = seed ^ cast(unsigned int, l);
size_t l1;
size_t step = (l >> LUAI_HASHLIMIT) + 1;
for (l1 = l; l1 >= step; l1 -= step)
@ -139,7 +139,7 @@ static TString *internshrstr (lua_State *L, const char *str, size_t l) {
o = gch(o)->next) {
TString *ts = rawgco2ts(o);
if (h == ts->tsv.hash &&
ts->tsv.len == l &&
l == ts->tsv.len &&
(memcmp(str, getstr(ts), l * sizeof(char)) == 0)) {
if (isdead(G(L), o)) /* string is dead (but was not collected yet)? */
changewhite(o); /* resurrect it */

@ -1,5 +1,5 @@
/*
** $Id: lstrlib.c,v 1.176 2012/05/23 15:37:09 roberto Exp $
** $Id: lstrlib.c,v 1.178.1.1 2013/04/12 18:48:47 roberto Exp $
** Standard library for string operations and pattern-matching
** See Copyright Notice in lua.h
*/
@ -194,7 +194,9 @@ static int str_dump (lua_State *L) {
#define CAP_UNFINISHED (-1)
#define CAP_POSITION (-2)
typedef struct MatchState {
int matchdepth; /* control for recursive depth (to avoid C stack overflow) */
const char *src_init; /* init of source string */
const char *src_end; /* end ('\0') of source string */
const char *p_end; /* end ('\0') of pattern */
@ -207,6 +209,16 @@ typedef struct MatchState {
} MatchState;
/* recursive function */
static const char *match (MatchState *ms, const char *s, const char *p);
/* maximum recursion depth for 'match' */
#if !defined(MAXCCALLS)
#define MAXCCALLS 200
#endif
#define L_ESC '%'
#define SPECIALS "^$*+?.([%-"
@ -294,19 +306,22 @@ static int matchbracketclass (int c, const char *p, const char *ec) {
}
static int singlematch (int c, const char *p, const char *ep) {
static int singlematch (MatchState *ms, const char *s, const char *p,
const char *ep) {
if (s >= ms->src_end)
return 0;
else {
int c = uchar(*s);
switch (*p) {
case '.': return 1; /* matches any char */
case L_ESC: return match_class(c, uchar(*(p+1)));
case '[': return matchbracketclass(c, p, ep-1);
default: return (uchar(*p) == c);
}
}
}
static const char *match (MatchState *ms, const char *s, const char *p);
static const char *matchbalance (MatchState *ms, const char *s,
const char *p) {
if (p >= ms->p_end - 1)
@ -331,7 +346,7 @@ static const char *matchbalance (MatchState *ms, const char *s,
static const char *max_expand (MatchState *ms, const char *s,
const char *p, const char *ep) {
ptrdiff_t i = 0; /* counts maximum expand for item */
while ((s+i)<ms->src_end && singlematch(uchar(*(s+i)), p, ep))
while (singlematch(ms, s + i, p, ep))
i++;
/* keeps trying to match with the maximum repetitions */
while (i>=0) {
@ -349,7 +364,7 @@ static const char *min_expand (MatchState *ms, const char *s,
const char *res = match(ms, s, ep+1);
if (res != NULL)
return res;
else if (s<ms->src_end && singlematch(uchar(*s), p, ep))
else if (singlematch(ms, s, p, ep))
s++; /* try with one more repetition */
else return NULL;
}
@ -393,30 +408,36 @@ static const char *match_capture (MatchState *ms, const char *s, int l) {
static const char *match (MatchState *ms, const char *s, const char *p) {
if (ms->matchdepth-- == 0)
luaL_error(ms->L, "pattern too complex");
init: /* using goto's to optimize tail recursion */
if (p == ms->p_end) /* end of pattern? */
return s; /* match succeeded */
if (p != ms->p_end) { /* end of pattern? */
switch (*p) {
case '(': { /* start capture */
if (*(p+1) == ')') /* position capture? */
return start_capture(ms, s, p+2, CAP_POSITION);
if (*(p + 1) == ')') /* position capture? */
s = start_capture(ms, s, p + 2, CAP_POSITION);
else
return start_capture(ms, s, p+1, CAP_UNFINISHED);
s = start_capture(ms, s, p + 1, CAP_UNFINISHED);
break;
}
case ')': { /* end capture */
return end_capture(ms, s, p+1);
s = end_capture(ms, s, p + 1);
break;
}
case '$': {
if ((p+1) == ms->p_end) /* is the `$' the last char in pattern? */
return (s == ms->src_end) ? s : NULL; /* check end of string */
else goto dflt;
if ((p + 1) != ms->p_end) /* is the `$' the last char in pattern? */
goto dflt; /* no; go to default */
s = (s == ms->src_end) ? s : NULL; /* check end of string */
break;
}
case L_ESC: { /* escaped sequences not in the format class[*+?-]? */
switch (*(p+1)) {
switch (*(p + 1)) {
case 'b': { /* balanced string? */
s = matchbalance(ms, s, p+2);
if (s == NULL) return NULL;
p+=4; goto init; /* else return match(ms, s, p+4); */
s = matchbalance(ms, s, p + 2);
if (s != NULL) {
p += 4; goto init; /* return match(ms, s, p + 4); */
} /* else fail (s == NULL) */
break;
}
case 'f': { /* frontier? */
const char *ep; char previous;
@ -425,47 +446,67 @@ static const char *match (MatchState *ms, const char *s, const char *p) {
luaL_error(ms->L, "missing " LUA_QL("[") " after "
LUA_QL("%%f") " in pattern");
ep = classend(ms, p); /* points to what is next */
previous = (s == ms->src_init) ? '\0' : *(s-1);
if (matchbracketclass(uchar(previous), p, ep-1) ||
!matchbracketclass(uchar(*s), p, ep-1)) return NULL;
p=ep; goto init; /* else return match(ms, s, ep); */
previous = (s == ms->src_init) ? '\0' : *(s - 1);
if (!matchbracketclass(uchar(previous), p, ep - 1) &&
matchbracketclass(uchar(*s), p, ep - 1)) {
p = ep; goto init; /* return match(ms, s, ep); */
}
s = NULL; /* match failed */
break;
}
case '0': case '1': case '2': case '3':
case '4': case '5': case '6': case '7':
case '8': case '9': { /* capture results (%0-%9)? */
s = match_capture(ms, s, uchar(*(p+1)));
if (s == NULL) return NULL;
p+=2; goto init; /* else return match(ms, s, p+2) */
s = match_capture(ms, s, uchar(*(p + 1)));
if (s != NULL) {
p += 2; goto init; /* return match(ms, s, p + 2) */
}
break;
}
default: goto dflt;
}
break;
}
default: dflt: { /* pattern class plus optional suffix */
const char *ep = classend(ms, p); /* points to what is next */
int m = s < ms->src_end && singlematch(uchar(*s), p, ep);
switch (*ep) {
const char *ep = classend(ms, p); /* points to optional suffix */
/* does not match at least once? */
if (!singlematch(ms, s, p, ep)) {
if (*ep == '*' || *ep == '?' || *ep == '-') { /* accept empty? */
p = ep + 1; goto init; /* return match(ms, s, ep + 1); */
}
else /* '+' or no suffix */
s = NULL; /* fail */
}
else { /* matched once */
switch (*ep) { /* handle optional suffix */
case '?': { /* optional */
const char *res;
if (m && ((res=match(ms, s+1, ep+1)) != NULL))
return res;
p=ep+1; goto init; /* else return match(ms, s, ep+1); */
}
case '*': { /* 0 or more repetitions */
return max_expand(ms, s, p, ep);
if ((res = match(ms, s + 1, ep + 1)) != NULL)
s = res;
else {
p = ep + 1; goto init; /* else return match(ms, s, ep + 1); */
}
case '+': { /* 1 or more repetitions */
return (m ? max_expand(ms, s+1, p, ep) : NULL);
break;
}
case '-': { /* 0 or more repetitions (minimum) */
return min_expand(ms, s, p, ep);
case '+': /* 1 or more repetitions */
s++; /* 1 match already done */
/* go through */
case '*': /* 0 or more repetitions */
s = max_expand(ms, s, p, ep);
break;
case '-': /* 0 or more repetitions (minimum) */
s = min_expand(ms, s, p, ep);
break;
default: /* no suffix */
s++; p = ep; goto init; /* return match(ms, s + 1, ep); */
}
default: {
if (!m) return NULL;
s++; p=ep; goto init; /* else return match(ms, s+1, ep); */
}
break;
}
}
}
ms->matchdepth++;
return s;
}
@ -561,12 +602,14 @@ static int str_find_aux (lua_State *L, int find) {
p++; lp--; /* skip anchor character */
}
ms.L = L;
ms.matchdepth = MAXCCALLS;
ms.src_init = s;
ms.src_end = s + ls;
ms.p_end = p + lp;
do {
const char *res;
ms.level = 0;
lua_assert(ms.matchdepth == MAXCCALLS);
if ((res=match(&ms, s1, p)) != NULL) {
if (find) {
lua_pushinteger(L, s1 - s + 1); /* start */
@ -600,6 +643,7 @@ static int gmatch_aux (lua_State *L) {
const char *p = lua_tolstring(L, lua_upvalueindex(2), &lp);
const char *src;
ms.L = L;
ms.matchdepth = MAXCCALLS;
ms.src_init = s;
ms.src_end = s+ls;
ms.p_end = p + lp;
@ -608,6 +652,7 @@ static int gmatch_aux (lua_State *L) {
src++) {
const char *e;
ms.level = 0;
lua_assert(ms.matchdepth == MAXCCALLS);
if ((e = match(&ms, src, p)) != NULL) {
lua_Integer newstart = e-s;
if (e == src) newstart++; /* empty match? go at least one position */
@ -705,12 +750,14 @@ static int str_gsub (lua_State *L) {
p++; lp--; /* skip anchor character */
}
ms.L = L;
ms.matchdepth = MAXCCALLS;
ms.src_init = src;
ms.src_end = src+srcl;
ms.p_end = p + lp;
while (n < max_s) {
const char *e;
ms.level = 0;
lua_assert(ms.matchdepth == MAXCCALLS);
e = match(&ms, src, p);
if (e) {
n++;

@ -1,5 +1,5 @@
/*
** $Id: ltable.c,v 2.71 2012/05/23 15:37:09 roberto Exp $
** $Id: ltable.c,v 2.72.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua tables (hash)
** See Copyright Notice in lua.h
*/
@ -480,13 +480,13 @@ const TValue *luaH_getstr (Table *t, TString *key) {
*/
const TValue *luaH_get (Table *t, const TValue *key) {
switch (ttype(key)) {
case LUA_TNIL: return luaO_nilobject;
case LUA_TSHRSTR: return luaH_getstr(t, rawtsvalue(key));
case LUA_TNIL: return luaO_nilobject;
case LUA_TNUMBER: {
int k;
lua_Number n = nvalue(key);
lua_number2int(k, n);
if (luai_numeq(cast_num(k), nvalue(key))) /* index is int? */
if (luai_numeq(cast_num(k), n)) /* index is int? */
return luaH_getint(t, k); /* use specialized version */
/* else go through */
}

@ -1,5 +1,5 @@
/*
** $Id: ltablib.c,v 1.63 2011/11/28 17:26:30 roberto Exp $
** $Id: ltablib.c,v 1.65.1.1 2013/04/12 18:48:47 roberto Exp $
** Library for Table Manipulation
** See Copyright Notice in lua.h
*/
@ -16,8 +16,8 @@
#include "lualib.h"
#define aux_getn(L,n) \
(luaL_checktype(L, n, LUA_TTABLE), luaL_len(L, n))
#define aux_getn(L,n) (luaL_checktype(L, n, LUA_TTABLE), luaL_len(L, n))
#if defined(LUA_COMPAT_MAXN)
@ -49,7 +49,7 @@ static int tinsert (lua_State *L) {
case 3: {
int i;
pos = luaL_checkint(L, 2); /* 2nd argument is the position */
if (pos > e) e = pos; /* `grow' array if necessary */
luaL_argcheck(L, 1 <= pos && pos <= e, 2, "position out of bounds");
for (i = e; i > pos; i--) { /* move up elements */
lua_rawgeti(L, 1, i-1);
lua_rawseti(L, 1, i); /* t[i] = t[i-1] */
@ -66,17 +66,17 @@ static int tinsert (lua_State *L) {
static int tremove (lua_State *L) {
int e = aux_getn(L, 1);
int pos = luaL_optint(L, 2, e);
if (!(1 <= pos && pos <= e)) /* position is outside bounds? */
return 0; /* nothing to remove */
int size = aux_getn(L, 1);
int pos = luaL_optint(L, 2, size);
if (pos != size) /* validate 'pos' if given */
luaL_argcheck(L, 1 <= pos && pos <= size + 1, 1, "position out of bounds");
lua_rawgeti(L, 1, pos); /* result = t[pos] */
for ( ;pos<e; pos++) {
for ( ; pos < size; pos++) {
lua_rawgeti(L, 1, pos+1);
lua_rawseti(L, 1, pos); /* t[pos] = t[pos+1] */
}
lua_pushnil(L);
lua_rawseti(L, 1, e); /* t[e] = nil */
lua_rawseti(L, 1, pos); /* t[pos] = nil */
return 1;
}

@ -1,5 +1,5 @@
/*
** $Id: ltm.c,v 2.14 2011/06/02 19:31:40 roberto Exp $
** $Id: ltm.c,v 2.14.1.1 2013/04/12 18:48:47 roberto Exp $
** Tag methods
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lua.c,v 1.205 2012/05/23 15:37:09 roberto Exp $
** $Id: lua.c,v 1.206.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua stand-alone interpreter
** See Copyright Notice in lua.h
*/
@ -237,7 +237,6 @@ static const char *get_prompt (lua_State *L, int firstline) {
lua_getglobal(L, firstline ? "_PROMPT" : "_PROMPT2");
p = lua_tostring(L, -1);
if (p == NULL) p = (firstline ? LUA_PROMPT : LUA_PROMPT2);
lua_pop(L, 1); /* remove global */
return p;
}
@ -263,7 +262,9 @@ static int pushline (lua_State *L, int firstline) {
char *b = buffer;
size_t l;
const char *prmt = get_prompt(L, firstline);
if (lua_readline(L, b, prmt) == 0)
int readstatus = lua_readline(L, b, prmt);
lua_pop(L, 1); /* remove result from 'get_prompt' */
if (readstatus == 0)
return 0; /* no input */
l = strlen(b);
if (l > 0 && b[l-1] == '\n') /* line ends with newline? */

@ -203,7 +203,7 @@ int main(int argc, char* argv[])
}
/*
** $Id: print.c,v 1.68 2011/09/30 10:21:20 lhf Exp $
** $Id: print.c,v 1.69 2013/07/04 01:03:46 lhf Exp $
** print bytecodes
** See Copyright Notice in lua.h
*/
@ -251,7 +251,7 @@ static void PrintString(const TString* ts)
static void PrintConstant(const Proto* f, int i)
{
const TValue* o=&f->k[i];
switch (ttype(o))
switch (ttypenv(o))
{
case LUA_TNIL:
printf("nil");

@ -1,5 +1,5 @@
/*
** $Id: lundump.c,v 2.22 2012/05/08 13:53:33 roberto Exp $
** $Id: lundump.c,v 2.22.1.1 2013/04/12 18:48:47 roberto Exp $
** load precompiled Lua chunks
** See Copyright Notice in lua.h
*/

@ -1,5 +1,5 @@
/*
** $Id: lvm.c,v 2.152 2012/06/08 15:14:04 roberto Exp $
** $Id: lvm.c,v 2.155.1.1 2013/04/12 18:48:47 roberto Exp $
** Lua virtual machine
** See Copyright Notice in lua.h
*/
@ -83,7 +83,7 @@ static void traceexec (lua_State *L) {
if (counthook)
L->hookcount = 1; /* undo decrement to zero */
ci->u.l.savedpc--; /* undo increment (resume will increment it again) */
ci->callstatus |= CIST_HOOKYIELD; /* mark that it yieled */
ci->callstatus |= CIST_HOOKYIELD; /* mark that it yielded */
ci->func = L->top - 1; /* protect stack below results */
luaD_throw(L, LUA_YIELD);
}
@ -98,7 +98,6 @@ static void callTM (lua_State *L, const TValue *f, const TValue *p1,
setobj2s(L, L->top++, p2); /* 2nd argument */
if (!hasres) /* no result? 'p3' is third argument */
setobj2s(L, L->top++, p3); /* 3rd argument */
luaD_checkstack(L, 0);
/* metamethod may yield only when called from Lua code */
luaD_call(L, L->top - (4 - hasres), hasres, isLua(L->ci));
if (hasres) { /* if has result, move it to its place */

@ -1,5 +1,5 @@
/*
** $Id: lzio.c,v 1.35 2012/05/14 13:34:18 roberto Exp $
** $Id: lzio.c,v 1.35.1.1 2013/04/12 18:48:47 roberto Exp $
** Buffered streams
** See Copyright Notice in lua.h
*/

@ -31,6 +31,9 @@ keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"
# a dfhack prompt in df. Sublime text like.
keybinding add Ctrl-Shift-P command-prompt
##############################
# Generic adv mode bindings #
##############################
@ -90,6 +93,9 @@ keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine
# military weapon auto-select
keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons
# military copy uniform
keybinding add Ctrl-C@layer_military/Uniforms gui/clone-uniform
# minecart Guide path
keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path

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@ -811,6 +811,15 @@ bool Core::loadScriptFile(color_ostream &out, string fname, bool silent)
}
}
// Load dfhack.init in a dedicated thread (non-interactive console mode)
void fInitthread(void * iodata)
{
IODATA * iod = ((IODATA*) iodata);
Core * core = iod->core;
color_ostream_proxy out(core->getConsole());
core->loadScriptFile(out, "dfhack.init", true);
}
// A thread function... for the interactive console.
void fIOthread(void * iodata)
{
@ -822,7 +831,7 @@ void fIOthread(void * iodata)
main_history.load("dfhack.history");
Console & con = core->getConsole();
if(plug_mgr == 0 || core == 0)
if (plug_mgr == 0)
{
con.printerr("Something horrible happened in Core's constructor...\n");
return;
@ -1008,16 +1017,24 @@ bool Core::Init()
IODATA *temp = new IODATA;
temp->core = this;
temp->plug_mgr = plug_mgr;
HotkeyMutex = new mutex();
HotkeyCond = new condition_variable();
if (!is_text_mode)
{
cerr << "Starting IO thread.\n";
// create IO thread
thread * IO = new thread(fIOthread, (void *) temp);
}
else
{
cerr << "Starting dfhack.init thread.\n";
thread * init = new thread(fInitthread, (void *) temp);
}
cerr << "Starting DF input capture thread.\n";
// set up hotkey capture
HotkeyMutex = new mutex();
HotkeyCond = new condition_variable();
thread * HK = new thread(fHKthread, (void *) temp);
screen_window = new Windows::top_level_window();
screen_window->addChild(new Windows::dfhack_dummy(5,10));

@ -565,7 +565,7 @@ static int dfhack_matinfo_find(lua_State *state)
{
std::vector<std::string> tokens;
for (int i = 1; i < argc; i++)
for (int i = 1; i <= argc; i++)
tokens.push_back(luaL_checkstring(state, i));
info.find(tokens);
@ -1279,6 +1279,9 @@ static std::string getHackPath() { return Core::getInstance().getHackPath(); }
static bool isWorldLoaded() { return Core::getInstance().isWorldLoaded(); }
static bool isMapLoaded() { return Core::getInstance().isMapLoaded(); }
static std::string df2utf(std::string s) { return DF2UTF(s); }
static std::string utf2df(std::string s) { return UTF2DF(s); }
static const LuaWrapper::FunctionReg dfhack_module[] = {
WRAP(getOSType),
WRAP(getDFVersion),
@ -1288,6 +1291,8 @@ static const LuaWrapper::FunctionReg dfhack_module[] = {
WRAP(isWorldLoaded),
WRAP(isMapLoaded),
WRAPM(Translation, TranslateName),
WRAP(df2utf),
WRAP(utf2df),
{ NULL, NULL }
};
@ -1302,6 +1307,10 @@ static const LuaWrapper::FunctionReg dfhack_gui_module[] = {
WRAPM(Gui, getSelectedUnit),
WRAPM(Gui, getSelectedItem),
WRAPM(Gui, getSelectedBuilding),
WRAPM(Gui, writeToGamelog),
WRAPM(Gui, makeAnnouncement),
WRAPM(Gui, addCombatReport),
WRAPM(Gui, addCombatReportAuto),
WRAPM(Gui, showAnnouncement),
WRAPM(Gui, showZoomAnnouncement),
WRAPM(Gui, showPopupAnnouncement),
@ -1322,10 +1331,13 @@ static const LuaWrapper::FunctionReg dfhack_job_module[] = {
WRAPM(Job,getSpecificRef),
WRAPM(Job,getHolder),
WRAPM(Job,getWorker),
WRAPM(Job,setJobCooldown),
WRAPM(Job,removeWorker),
WRAPM(Job,checkBuildingsNow),
WRAPM(Job,checkDesignationsNow),
WRAPM(Job,isSuitableItem),
WRAPM(Job,isSuitableMaterial),
WRAPM(Job,getName),
WRAPN(is_equal, jobEqual),
WRAPN(is_item_equal, jobItemEqual),
{ NULL, NULL }
@ -1363,6 +1375,9 @@ static const LuaWrapper::FunctionReg dfhack_units_module[] = {
WRAPM(Units, getVisibleName),
WRAPM(Units, getIdentity),
WRAPM(Units, getNemesis),
WRAPM(Units, isHidingCurse),
WRAPM(Units, getPhysicalAttrValue),
WRAPM(Units, getMentalAttrValue),
WRAPM(Units, isCrazed),
WRAPM(Units, isOpposedToLife),
WRAPM(Units, hasExtravision),
@ -1379,6 +1394,7 @@ static const LuaWrapper::FunctionReg dfhack_units_module[] = {
WRAPM(Units, getEffectiveSkill),
WRAPM(Units, getExperience),
WRAPM(Units, computeMovementSpeed),
WRAPM(Units, computeSlowdownFactor),
WRAPM(Units, getProfessionName),
WRAPM(Units, getCasteProfessionName),
WRAPM(Units, getProfessionColor),
@ -1460,6 +1476,8 @@ static const LuaWrapper::FunctionReg dfhack_items_module[] = {
WRAPM(Items, isCasteMaterial),
WRAPM(Items, getSubtypeCount),
WRAPM(Items, getSubtypeDef),
WRAPM(Items, getItemBaseValue),
WRAPM(Items, getValue),
WRAPN(moveToGround, items_moveToGround),
WRAPN(moveToContainer, items_moveToContainer),
WRAPN(moveToBuilding, items_moveToBuilding),
@ -2194,7 +2212,21 @@ static int internal_diffscan(lua_State *L)
lua_pushnil(L);
return 1;
}
static int internal_getDir(lua_State *L)
{
luaL_checktype(L,1,LUA_TSTRING);
std::string dir=lua_tostring(L,1);
std::vector<std::string> files;
DFHack::getdir(dir,files);
lua_newtable(L);
for(int i=0;i<files.size();i++)
{
lua_pushinteger(L,i+1);
lua_pushstring(L,files[i].c_str());
lua_settable(L,-3);
}
return 1;
}
static const luaL_Reg dfhack_internal_funcs[] = {
{ "getAddress", internal_getAddress },
{ "setAddress", internal_setAddress },
@ -2207,6 +2239,7 @@ static const luaL_Reg dfhack_internal_funcs[] = {
{ "memcmp", internal_memcmp },
{ "memscan", internal_memscan },
{ "diffscan", internal_diffscan },
{ "getDir", internal_getDir },
{ NULL, NULL }
};

@ -246,28 +246,6 @@ static int getdir (string dir, vector<string> &files)
return 0;
}
bool Process::getThreadIDs(vector<uint32_t> & threads )
{
stringstream ss;
vector<string> subdirs;
if(getdir("/proc/self/task/",subdirs) != 0)
{
//FIXME: needs exceptions. this is a fatal error
cerr << "unable to enumerate threads. This is BAD!" << endl;
return false;
}
threads.clear();
for(size_t i = 0; i < subdirs.size();i++)
{
uint32_t tid;
if(sscanf(subdirs[i].c_str(),"%d", &tid))
{
threads.push_back(tid);
}
}
return true;
}
uint32_t Process::getTickCount()
{
struct timeval tp;

@ -181,28 +181,6 @@ static int getdir (string dir, vector<string> &files)
return 0;
}
bool Process::getThreadIDs(vector<uint32_t> & threads )
{
stringstream ss;
vector<string> subdirs;
if(getdir("/proc/self/task/",subdirs) != 0)
{
//FIXME: needs exceptions. this is a fatal error
cerr << "unable to enumerate threads. This is BAD!" << endl;
return false;
}
threads.clear();
for(size_t i = 0; i < subdirs.size();i++)
{
uint32_t tid;
if(sscanf(subdirs[i].c_str(),"%d", &tid))
{
threads.push_back(tid);
}
}
return true;
}
uint32_t Process::getTickCount()
{
struct timeval tp;

@ -24,63 +24,12 @@ distribution.
#include "Internal.h"
#define _WIN32_WINNT 0x0501 // needed for INPUT struct
#define WINVER 0x0501 // OpenThread(), PSAPI, Toolhelp32
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <psapi.h>
#include <tlhelp32.h>
typedef LONG NTSTATUS;
#define STATUS_SUCCESS ((NTSTATUS)0x00000000L)
// FIXME: it is uncertain how these map to 64bit
typedef struct _DEBUG_BUFFER
{
HANDLE SectionHandle;
PVOID SectionBase;
PVOID RemoteSectionBase;
ULONG SectionBaseDelta;
HANDLE EventPairHandle;
ULONG Unknown[2];
HANDLE RemoteThreadHandle;
ULONG InfoClassMask;
ULONG SizeOfInfo;
ULONG AllocatedSize;
ULONG SectionSize;
PVOID ModuleInformation;
PVOID BackTraceInformation;
PVOID HeapInformation;
PVOID LockInformation;
PVOID Reserved[8];
} DEBUG_BUFFER, *PDEBUG_BUFFER;
typedef struct _DEBUG_HEAP_INFORMATION
{
ULONG Base; // 0×00
ULONG Flags; // 0×04
USHORT Granularity; // 0×08
USHORT Unknown; // 0x0A
ULONG Allocated; // 0x0C
ULONG Committed; // 0×10
ULONG TagCount; // 0×14
ULONG BlockCount; // 0×18
ULONG Reserved[7]; // 0x1C
PVOID Tags; // 0×38
PVOID Blocks; // 0x3C
} DEBUG_HEAP_INFORMATION, *PDEBUG_HEAP_INFORMATION;
// RtlQueryProcessDebugInformation.DebugInfoClassMask constants
#define PDI_MODULES 0x01
#define PDI_BACKTRACE 0x02
#define PDI_HEAPS 0x04
#define PDI_HEAP_TAGS 0x08
#define PDI_HEAP_BLOCKS 0x10
#define PDI_LOCKS 0x20
extern "C" __declspec(dllimport) NTSTATUS __stdcall RtlQueryProcessDebugInformation( IN ULONG ProcessId, IN ULONG DebugInfoClassMask, IN OUT PDEBUG_BUFFER DebugBuffer);
extern "C" __declspec(dllimport) PDEBUG_BUFFER __stdcall RtlCreateQueryDebugBuffer( IN ULONG Size, IN BOOLEAN EventPair);
extern "C" __declspec(dllimport) NTSTATUS __stdcall RtlDestroyQueryDebugBuffer( IN PDEBUG_BUFFER DebugBuffer);
#include <cstring>
#include <cstdio>
@ -106,8 +55,6 @@ namespace DFHack
sections = 0;
};
HANDLE my_handle;
vector <HANDLE> threads;
vector <HANDLE> stoppedthreads;
uint32_t my_pid;
IMAGE_NT_HEADERS pe_header;
IMAGE_SECTION_HEADER * sections;
@ -138,7 +85,7 @@ Process::Process(VersionInfoFactory * factory)
// read from this process
try
{
uint32_t pe_offset = Process::readDWord(d->base+0x3C);
uint32_t pe_offset = readDWord(d->base+0x3C);
read(d->base + pe_offset, sizeof(d->pe_header), (uint8_t *)&(d->pe_header));
const size_t sectionsSize = sizeof(IMAGE_SECTION_HEADER) * d->pe_header.FileHeader.NumberOfSections;
d->sections = (IMAGE_SECTION_HEADER *) malloc(sectionsSize);
@ -151,24 +98,10 @@ Process::Process(VersionInfoFactory * factory)
VersionInfo* vinfo = factory->getVersionInfoByPETimestamp(d->pe_header.FileHeader.TimeDateStamp);
if(vinfo)
{
vector<uint32_t> threads_ids;
if(!getThreadIDs( threads_ids ))
{
// thread enumeration failed.
return;
}
identified = true;
// give the process a data model and memory layout fixed for the base of first module
my_descriptor = new VersionInfo(*vinfo);
my_descriptor->rebaseTo(getBase());
for(size_t i = 0; i < threads_ids.size();i++)
{
HANDLE hThread = OpenThread(THREAD_ALL_ACCESS, FALSE, (DWORD) threads_ids[i]);
if(hThread)
d->threads.push_back(hThread);
else
cerr << "Unable to open thread :" << hex << (DWORD) threads_ids[i] << endl;
}
}
}
@ -176,41 +109,10 @@ Process::~Process()
{
// destroy our rebased copy of the memory descriptor
delete my_descriptor;
for(size_t i = 0; i < d->threads.size(); i++)
CloseHandle(d->threads[i]);
if(d->sections != NULL)
free(d->sections);
}
bool Process::getThreadIDs(vector<uint32_t> & threads )
{
HANDLE AllThreads = INVALID_HANDLE_VALUE;
THREADENTRY32 te32;
AllThreads = CreateToolhelp32Snapshot( TH32CS_SNAPTHREAD, 0 );
if( AllThreads == INVALID_HANDLE_VALUE )
{
return false;
}
te32.dwSize = sizeof(THREADENTRY32 );
if( !Thread32First( AllThreads, &te32 ) )
{
CloseHandle( AllThreads );
return false;
}
do
{
if( te32.th32OwnerProcessID == d->my_pid )
{
threads.push_back(te32.th32ThreadID);
}
} while( Thread32Next(AllThreads, &te32 ) );
CloseHandle( AllThreads );
return true;
}
/*
typedef struct _MEMORY_BASIC_INFORMATION
{

@ -55,6 +55,8 @@ POSSIBILITY OF SUCH DAMAGE.
#include "modules/Units.h"
#include "modules/World.h"
#include "LuaTools.h"
#include "DataDefs.h"
#include "df/ui.h"
#include "df/ui_advmode.h"
@ -656,6 +658,8 @@ CoreService::CoreService() {
addMethod("CoreSuspend", &CoreService::CoreSuspend, SF_DONT_SUSPEND);
addMethod("CoreResume", &CoreService::CoreResume, SF_DONT_SUSPEND);
addMethod("RunLua", &CoreService::RunLua);
// Functions:
addFunction("GetVersion", GetVersion, SF_DONT_SUSPEND);
addFunction("GetDFVersion", GetDFVersion, SF_DONT_SUSPEND);
@ -730,3 +734,85 @@ command_result CoreService::CoreResume(color_ostream &stream, const EmptyMessage
cnt->set_value(--suspend_depth);
return CR_OK;
}
namespace {
struct LuaFunctionData {
command_result rv;
const dfproto::CoreRunLuaRequest *in;
StringListMessage *out;
};
}
command_result CoreService::RunLua(color_ostream &stream,
const dfproto::CoreRunLuaRequest *in,
StringListMessage *out)
{
auto L = Lua::Core::State;
LuaFunctionData data = { CR_FAILURE, in, out };
lua_pushcfunction(L, doRunLuaFunction);
lua_pushlightuserdata(L, &data);
if (!Lua::Core::SafeCall(stream, 1, 0))
return CR_FAILURE;
return data.rv;
}
int CoreService::doRunLuaFunction(lua_State *L)
{
color_ostream &out = *Lua::GetOutput(L);
auto &args = *(LuaFunctionData*)lua_touserdata(L, 1);
// Verify module name
std::string module = args.in->module();
size_t len = module.size();
bool valid = false;
if (len > 4)
{
if (module.substr(0,4) == "rpc.")
valid = true;
else if ((module[len-4] == '.' || module[len-4] == '-') && module.substr(len-3) != "rpc")
valid = true;
}
if (!valid)
{
args.rv = CR_WRONG_USAGE;
out.printerr("Only modules named rpc.* or *.rpc or *-rpc may be called.\n");
return 0;
}
// Prepare function and arguments
lua_settop(L, 0);
if (!Lua::PushModulePublic(out, L, module.c_str(), args.in->function().c_str())
|| lua_isnil(L, 1))
{
args.rv = CR_NOT_FOUND;
return 0;
}
luaL_checkstack(L, args.in->arguments_size(), "too many arguments");
for (int i = 0; i < args.in->arguments_size(); i++)
lua_pushstring(L, args.in->arguments(i).c_str());
// Call
lua_call(L, args.in->arguments_size(), LUA_MULTRET);
// Store results
int nresults = lua_gettop(L);
for (int i = 1; i <= nresults; i++)
{
size_t len;
const char *data = lua_tolstring(L, i, &len);
args.out->add_value(std::string(data, len));
}
args.rv = CR_OK;
return 0;
}

@ -72,20 +72,54 @@ int main (int argc, char *argv[])
if (!client.connect())
return 2;
command_result rv;
if (strcmp(argv[1], "--lua") == 0)
{
if (argc <= 3)
{
fprintf(stderr, "Usage: dfhack-run --lua <module> <function> [args...]\n");
return 2;
}
RemoteFunction<dfproto::CoreRunLuaRequest,dfproto::StringListMessage> run_call;
if (!run_call.bind(&client, "RunLua"))
{
fprintf(stderr, "No RunLua protocol function found.");
return 3;
}
run_call.in()->set_module(argv[2]);
run_call.in()->set_function(argv[3]);
for (int i = 4; i < argc; i++)
run_call.in()->add_arguments(argv[i]);
rv = run_call();
out.flush();
if (rv == CR_OK)
{
for (int i = 0; i < run_call.out()->value_size(); i++)
printf("%s%s", (i>0?"\t":""), run_call.out()->value(i).c_str());
printf("\n");
}
}
else
{
// Call the command
std::vector<std::string> args;
for (int i = 2; i < argc; i++)
args.push_back(argv[i]);
command_result rv = client.run_command(argv[1], args);
rv = client.run_command(argv[1], args);
}
if (rv != CR_OK) {
if (rv == CR_NOT_IMPLEMENTED)
out.printerr("%s is not a recognized command.\n", argv[1]);
out.flush();
if (rv != CR_OK)
return 1;
}
out.flush();
return 0;
}

@ -390,7 +390,7 @@ namespace df
}
virtual bool resize(void *ptr, int size) {
((container*)ptr)->resize(size*8);
((container*)ptr)->resize((size+7)/8);
return true;
}

@ -43,29 +43,6 @@ namespace DFHack
class VersionInfoFactory;
class PlatformSpecific;
/**
* A type for storing an extended OS Process ID (combines PID and the time the process was started for unique identification)
* \ingroup grp_context
*/
struct ProcessID
{
ProcessID(const uint64_t _time, const uint64_t _pid): time(_time), pid(_pid){};
bool operator==(const ProcessID &other) const
{
return (other.time == time && other.pid == pid);
}
bool operator< (const ProcessID& ms) const
{
if (time < ms.time)
return true;
else if(time == ms.time)
return pid < ms.pid ;
return false;
}
uint64_t time;
uint64_t pid;
};
/**
* Structure describing a section of virtual memory inside a process
* \ingroup grp_context
@ -265,8 +242,6 @@ namespace DFHack
{
return identified;
};
/// find the thread IDs of the process
bool getThreadIDs(std::vector<uint32_t> & threads );
/// get virtual memory ranges of the process (what is mapped where)
void getMemRanges(std::vector<t_memrange> & ranges );

@ -48,6 +48,8 @@ namespace DFHack
DFHACK_EXPORT void strVectorToRepeatedField(RepeatedPtrField<std::string> *pf,
const std::vector<std::string> &vec);
using dfproto::StringListMessage;
/**
* Represent bitfield bits as a repeated string field.
*/
@ -131,6 +133,8 @@ namespace DFHack
class CoreService : public RPCService {
int suspend_depth;
static int doRunLuaFunction(lua_State *L);
public:
CoreService();
~CoreService();
@ -144,5 +148,9 @@ namespace DFHack
// For batching
command_result CoreSuspend(color_ostream &stream, const EmptyMessage*, IntMessage *cnt);
command_result CoreResume(color_ostream &stream, const EmptyMessage*, IntMessage *cnt);
command_result RunLua(color_ostream &stream,
const dfproto::CoreRunLuaRequest *in,
StringListMessage *out);
};
}

@ -0,0 +1 @@
friend struct df::interfacest;

@ -35,6 +35,8 @@ distribution.
#include "df/init.h"
#include "df/ui.h"
#include "df/announcement_type.h"
#include "df/announcement_flags.h"
#include "df/unit_report_type.h"
namespace df {
struct viewscreen;
@ -97,13 +99,20 @@ namespace DFHack
DFHACK_EXPORT bool any_building_hotkey(df::viewscreen *top);
DFHACK_EXPORT df::building *getSelectedBuilding(color_ostream &out, bool quiet = false);
// Low-level API that gives full control over announcements and reports
DFHACK_EXPORT void writeToGamelog(std::string message);
DFHACK_EXPORT int makeAnnouncement(df::announcement_type type, df::announcement_flags mode, df::coord pos, std::string message, int color = 7, bool bright = true);
DFHACK_EXPORT bool addCombatReport(df::unit *unit, df::unit_report_type slot, int report_index);
DFHACK_EXPORT bool addCombatReportAuto(df::unit *unit, df::announcement_flags mode, int report_index);
// Show a plain announcement, or a titan-style popup message
DFHACK_EXPORT void showAnnouncement(std::string message, int color = 7, bool bright = true);
DFHACK_EXPORT void showZoomAnnouncement(df::announcement_type type, df::coord pos, std::string message, int color = 7, bool bright = true);
DFHACK_EXPORT void showPopupAnnouncement(std::string message, int color = 7, bool bright = true);
// Show an announcement with effects determined by announcements.txt
DFHACK_EXPORT void showAutoAnnouncement(df::announcement_type type, df::coord pos, std::string message, int color = 7, bool bright = true);
DFHACK_EXPORT void showAutoAnnouncement(df::announcement_type type, df::coord pos, std::string message, int color = 7, bool bright = true, df::unit *unit1 = NULL, df::unit *unit2 = NULL);
/*
* Cursor and window coords

@ -173,5 +173,11 @@ DFHACK_EXPORT bool remove(MapExtras::MapCache &mc, df::item *item, bool no_uncat
/// Detaches the items from its current location and turns it into a projectile
DFHACK_EXPORT df::proj_itemst *makeProjectile(MapExtras::MapCache &mc, df::item *item);
/// Gets value of base-quality item with specified type and material
DFHACK_EXPORT int getItemBaseValue(int16_t item_type, int16_t item_subtype, int16_t mat_type, int32_t mat_subtype);
/// Gets the value of a specific item, ignoring civ values and trade agreements
DFHACK_EXPORT int getValue(df::item *item);
}
}

@ -63,6 +63,9 @@ namespace DFHack
DFHACK_EXPORT df::building *getHolder(df::job *job);
DFHACK_EXPORT df::unit *getWorker(df::job *job);
DFHACK_EXPORT void setJobCooldown(df::building *workshop, df::unit *worker, int cooldown = 100);
DFHACK_EXPORT bool removeWorker(df::job *job, int cooldown = 100);
// Instruct the game to check and assign workers
DFHACK_EXPORT void checkBuildingsNow();
DFHACK_EXPORT void checkDesignationsNow();
@ -78,6 +81,7 @@ namespace DFHack
DFHACK_EXPORT bool isSuitableItem(df::job_item *item, df::item_type itype, int isubtype);
DFHACK_EXPORT bool isSuitableMaterial(df::job_item *item, int mat_type, int mat_index);
DFHACK_EXPORT std::string getName(df::job *job);
}
DFHACK_EXPORT bool operator== (const df::job_item &a, const df::job_item &b);

@ -102,8 +102,8 @@ namespace Random
};
#ifndef DFHACK_RANDOM_CPP
extern template void MersenneRNG::unitvector<float>(float *p, int size);
extern template void MersenneRNG::unitvector<double>(double *p, int size);
extern template void DFHACK_IMPORT MersenneRNG::unitvector<float>(float *p, int size);
extern template void DFHACK_IMPORT MersenneRNG::unitvector<double>(double *p, int size);
#endif
/*

@ -241,6 +241,7 @@ DFHACK_EXPORT int getEffectiveSkill(df::unit *unit, df::job_skill skill_id);
DFHACK_EXPORT int getExperience(df::unit *unit, df::job_skill skill_id, bool total = false);
DFHACK_EXPORT int computeMovementSpeed(df::unit *unit);
DFHACK_EXPORT float computeSlowdownFactor(df::unit *unit);
struct NoblePosition {
df::historical_entity *entity;

@ -366,11 +366,28 @@ function dfhack.getSavePath()
end
if dfhack.is_core_context then
local function loadInitFile(path, name)
local env = setmetatable({ SAVE_PATH = path }, { __index = base_env })
local f,perr = loadfile(name, 't', env)
if f == nil then
if not string.match(perr, 'No such file or directory') then
dfhack.printerr(perr)
end
elseif safecall(f) then
if not internal.save_init then
internal.save_init = {}
end
table.insert(internal.save_init, env)
end
end
dfhack.onStateChange.DFHACK_PER_SAVE = function(op)
if op == SC_WORLD_LOADED or op == SC_WORLD_UNLOADED then
if internal.save_init then
if internal.save_init.onUnload then
safecall(internal.save_init.onUnload)
for k,v in ipairs(internal.save_init) do
if v.onUnload then
safecall(v.onUnload)
end
end
internal.save_init = nil
end
@ -378,18 +395,24 @@ if dfhack.is_core_context then
local path = dfhack.getSavePath()
if path and op == SC_WORLD_LOADED then
local env = setmetatable({ SAVE_PATH = path }, { __index = base_env })
local f,perr = loadfile(path..'/raw/init.lua', 't', env)
if f == nil then
if not string.match(perr, 'No such file or directory') then
dfhack.printerr(perr)
loadInitFile(path, path..'/raw/init.lua')
local dirlist = dfhack.internal.getDir(path..'/raw/init.d/')
if dirlist then
table.sort(dirlist)
for i,name in ipairs(dirlist) do
if string.match(name,'%.lua$') then
loadInitFile(path, path..'/raw/init.d/'..name)
end
elseif safecall(f) then
internal.save_init = env
end
end
elseif internal.save_init and internal.save_init.onStateChange then
safecall(internal.save_init.onStateChange, op)
end
elseif internal.save_init then
for k,v in ipairs(internal.save_init) do
if v.onStateChange then
safecall(v.onStateChange, op)
end
end
end
end
end

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