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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by John "JTE" Muniz.
2018-11-25 12:35:38 +00:00
// Copyright (C) 2012-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_mobjlib.c
/// \brief mobj/thing library for Lua scripting
# include "doomdef.h"
# ifdef HAVE_BLUA
# include "fastcmp.h"
# include "r_things.h"
# include "p_local.h"
# include "g_game.h"
# include "p_setup.h"
# include "lua_script.h"
# include "lua_libs.h"
# include "lua_hud.h" // hud_running errors
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# include "lua_hook.h" // cmd errors
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static const char * const array_opt [ ] = { " iterate " , NULL } ;
enum mobj_e {
mobj_valid = 0 ,
mobj_x ,
mobj_y ,
mobj_z ,
mobj_snext ,
mobj_sprev ,
mobj_angle ,
mobj_sprite ,
mobj_frame ,
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mobj_anim_duration ,
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mobj_touching_sectorlist ,
mobj_subsector ,
mobj_floorz ,
mobj_ceilingz ,
mobj_radius ,
mobj_height ,
mobj_momx ,
mobj_momy ,
mobj_momz ,
mobj_pmomz ,
mobj_tics ,
mobj_state ,
mobj_flags ,
mobj_flags2 ,
mobj_eflags ,
mobj_skin ,
mobj_color ,
mobj_bnext ,
mobj_bprev ,
mobj_hnext ,
mobj_hprev ,
mobj_type ,
mobj_info ,
mobj_health ,
mobj_movedir ,
mobj_movecount ,
mobj_target ,
mobj_reactiontime ,
mobj_threshold ,
mobj_player ,
mobj_lastlook ,
mobj_spawnpoint ,
mobj_tracer ,
mobj_friction ,
mobj_movefactor ,
mobj_fuse ,
mobj_watertop ,
mobj_waterbottom ,
mobj_mobjnum ,
mobj_scale ,
mobj_destscale ,
mobj_scalespeed ,
mobj_extravalue1 ,
mobj_extravalue2 ,
mobj_cusval ,
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mobj_cvmem ,
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mobj_standingslope ,
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mobj_colorized
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} ;
static const char * const mobj_opt [ ] = {
" valid " ,
" x " ,
" y " ,
" z " ,
" snext " ,
" sprev " ,
" angle " ,
" sprite " ,
" frame " ,
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" anim_duration " ,
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" touching_sectorlist " ,
" subsector " ,
" floorz " ,
" ceilingz " ,
" radius " ,
" height " ,
" momx " ,
" momy " ,
" momz " ,
" pmomz " ,
" tics " ,
" state " ,
" flags " ,
" flags2 " ,
" eflags " ,
" skin " ,
" color " ,
" bnext " ,
" bprev " ,
" hnext " ,
" hprev " ,
" type " ,
" info " ,
" health " ,
" movedir " ,
" movecount " ,
" target " ,
" reactiontime " ,
" threshold " ,
" player " ,
" lastlook " ,
" spawnpoint " ,
" tracer " ,
" friction " ,
" movefactor " ,
" fuse " ,
" watertop " ,
" waterbottom " ,
" mobjnum " ,
" scale " ,
" destscale " ,
" scalespeed " ,
" extravalue1 " ,
" extravalue2 " ,
" cusval " ,
" cvmem " ,
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" standingslope " ,
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" colorized " ,
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NULL } ;
# define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field])
static int mobj_get ( lua_State * L )
{
mobj_t * mo = * ( ( mobj_t * * ) luaL_checkudata ( L , 1 , META_MOBJ ) ) ;
enum mobj_e field = Lua_optoption ( L , 2 , NULL , mobj_opt ) ;
lua_settop ( L , 2 ) ;
if ( ! mo ) {
if ( field = = mobj_valid ) {
lua_pushboolean ( L , 0 ) ;
return 1 ;
}
return LUA_ErrInvalid ( L , " mobj_t " ) ;
}
switch ( field )
{
case mobj_valid :
lua_pushboolean ( L , 1 ) ;
break ;
case mobj_x :
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lua_pushfixed ( L , mo - > x ) ;
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break ;
case mobj_y :
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lua_pushfixed ( L , mo - > y ) ;
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break ;
case mobj_z :
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lua_pushfixed ( L , mo - > z ) ;
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break ;
case mobj_snext :
LUA_PushUserdata ( L , mo - > snext , META_MOBJ ) ;
break ;
case mobj_sprev :
// sprev is actually the previous mobj's snext pointer,
// or the subsector->sector->thing_list if there is no previous mobj,
// i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included.
return UNIMPLEMENTED ;
case mobj_angle :
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lua_pushangle ( L , mo - > angle ) ;
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break ;
case mobj_sprite :
lua_pushinteger ( L , mo - > sprite ) ;
break ;
case mobj_frame :
lua_pushinteger ( L , mo - > frame ) ;
break ;
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case mobj_anim_duration :
lua_pushinteger ( L , mo - > anim_duration ) ;
break ;
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case mobj_touching_sectorlist :
return UNIMPLEMENTED ;
case mobj_subsector :
LUA_PushUserdata ( L , mo - > subsector , META_SUBSECTOR ) ;
break ;
case mobj_floorz :
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lua_pushfixed ( L , mo - > floorz ) ;
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break ;
case mobj_ceilingz :
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lua_pushfixed ( L , mo - > ceilingz ) ;
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break ;
case mobj_radius :
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lua_pushfixed ( L , mo - > radius ) ;
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break ;
case mobj_height :
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lua_pushfixed ( L , mo - > height ) ;
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break ;
case mobj_momx :
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lua_pushfixed ( L , mo - > momx ) ;
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break ;
case mobj_momy :
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lua_pushfixed ( L , mo - > momy ) ;
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break ;
case mobj_momz :
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lua_pushfixed ( L , mo - > momz ) ;
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break ;
case mobj_pmomz :
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lua_pushfixed ( L , mo - > pmomz ) ;
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break ;
case mobj_tics :
lua_pushinteger ( L , mo - > tics ) ;
break ;
case mobj_state : // state number, not struct
lua_pushinteger ( L , mo - > state - states ) ;
break ;
case mobj_flags :
lua_pushinteger ( L , mo - > flags ) ;
break ;
case mobj_flags2 :
lua_pushinteger ( L , mo - > flags2 ) ;
break ;
case mobj_eflags :
lua_pushinteger ( L , mo - > eflags ) ;
break ;
case mobj_skin : // skin name or nil, not struct
if ( ! mo - > skin )
return 0 ;
lua_pushstring ( L , ( ( skin_t * ) mo - > skin ) - > name ) ;
break ;
case mobj_color :
lua_pushinteger ( L , mo - > color ) ;
break ;
case mobj_bnext :
LUA_PushUserdata ( L , mo - > bnext , META_MOBJ ) ;
break ;
case mobj_bprev :
// bprev -- same deal as sprev above, but for the blockmap.
return UNIMPLEMENTED ;
case mobj_hnext :
LUA_PushUserdata ( L , mo - > hnext , META_MOBJ ) ;
break ;
case mobj_hprev :
// implimented differently from sprev and bprev because SSNTails.
LUA_PushUserdata ( L , mo - > hprev , META_MOBJ ) ;
break ;
case mobj_type :
lua_pushinteger ( L , mo - > type ) ;
break ;
case mobj_info :
LUA_PushUserdata ( L , & mobjinfo [ mo - > type ] , META_MOBJINFO ) ;
break ;
case mobj_health :
lua_pushinteger ( L , mo - > health ) ;
break ;
case mobj_movedir :
lua_pushinteger ( L , mo - > movedir ) ;
break ;
case mobj_movecount :
lua_pushinteger ( L , mo - > movecount ) ;
break ;
case mobj_target :
if ( mo - > target & & P_MobjWasRemoved ( mo - > target ) )
{ // don't put invalid mobj back into Lua.
P_SetTarget ( & mo - > target , NULL ) ;
return 0 ;
}
LUA_PushUserdata ( L , mo - > target , META_MOBJ ) ;
break ;
case mobj_reactiontime :
lua_pushinteger ( L , mo - > reactiontime ) ;
break ;
case mobj_threshold :
lua_pushinteger ( L , mo - > threshold ) ;
break ;
case mobj_player :
LUA_PushUserdata ( L , mo - > player , META_PLAYER ) ;
break ;
case mobj_lastlook :
lua_pushinteger ( L , mo - > lastlook ) ;
break ;
case mobj_spawnpoint :
LUA_PushUserdata ( L , mo - > spawnpoint , META_MAPTHING ) ;
break ;
case mobj_tracer :
if ( mo - > tracer & & P_MobjWasRemoved ( mo - > tracer ) )
{ // don't put invalid mobj back into Lua.
P_SetTarget ( & mo - > tracer , NULL ) ;
return 0 ;
}
LUA_PushUserdata ( L , mo - > tracer , META_MOBJ ) ;
break ;
case mobj_friction :
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lua_pushfixed ( L , mo - > friction ) ;
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break ;
case mobj_movefactor :
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lua_pushfixed ( L , mo - > movefactor ) ;
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break ;
case mobj_fuse :
lua_pushinteger ( L , mo - > fuse ) ;
break ;
case mobj_watertop :
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lua_pushfixed ( L , mo - > watertop ) ;
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break ;
case mobj_waterbottom :
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lua_pushfixed ( L , mo - > waterbottom ) ;
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break ;
case mobj_mobjnum :
// mobjnum is a networking thing generated for $$$.sav
// and therefore shouldn't be used by Lua.
return UNIMPLEMENTED ;
case mobj_scale :
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lua_pushfixed ( L , mo - > scale ) ;
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break ;
case mobj_destscale :
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lua_pushfixed ( L , mo - > destscale ) ;
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break ;
case mobj_scalespeed :
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lua_pushfixed ( L , mo - > scalespeed ) ;
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break ;
case mobj_extravalue1 :
lua_pushinteger ( L , mo - > extravalue1 ) ;
break ;
case mobj_extravalue2 :
lua_pushinteger ( L , mo - > extravalue2 ) ;
break ;
case mobj_cusval :
lua_pushinteger ( L , mo - > cusval ) ;
break ;
case mobj_cvmem :
lua_pushinteger ( L , mo - > cvmem ) ;
break ;
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case mobj_standingslope :
LUA_PushUserdata ( L , mo - > standingslope , META_SLOPE ) ;
break ;
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case mobj_colorized :
lua_pushboolean ( L , mo - > colorized ) ;
break ;
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default : // extra custom variables in Lua memory
lua_getfield ( L , LUA_REGISTRYINDEX , LREG_EXTVARS ) ;
I_Assert ( lua_istable ( L , - 1 ) ) ;
lua_pushlightuserdata ( L , mo ) ;
lua_rawget ( L , - 2 ) ;
if ( ! lua_istable ( L , - 1 ) ) { // no extra values table
CONS_Debug ( DBG_LUA , M_GetText ( " '%s' has no extvars table or field named '%s'; returning nil. \n " ) , " mobj_t " , lua_tostring ( L , 2 ) ) ;
return 0 ;
}
lua_pushvalue ( L , 2 ) ; // field name
lua_gettable ( L , - 2 ) ;
if ( lua_isnil ( L , - 1 ) ) // no value for this field
CONS_Debug ( DBG_LUA , M_GetText ( " '%s' has no field named '%s'; returning nil. \n " ) , " mobj_t " , lua_tostring ( L , 2 ) ) ;
break ;
}
return 1 ;
}
# define NOSET luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly.", mobj_opt[field])
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
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# define NOSETPOS luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_Move") ", " LUA_QL("P_TryMove") ", or " LUA_QL("P_SetOrigin") ", or " LUA_QL("P_MoveOrigin") " instead.", mobj_opt[field])
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static int mobj_set ( lua_State * L )
{
mobj_t * mo = * ( ( mobj_t * * ) luaL_checkudata ( L , 1 , META_MOBJ ) ) ;
enum mobj_e field = Lua_optoption ( L , 2 , mobj_opt [ 0 ] , mobj_opt ) ;
lua_settop ( L , 3 ) ;
if ( ! mo )
return LUA_ErrInvalid ( L , " mobj_t " ) ;
if ( hud_running )
return luaL_error ( L , " Do not alter mobj_t in HUD rendering code! " ) ;
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if ( hook_cmd_running )
return luaL_error ( L , " Do not alter mobj_t in BuildCMD code! " ) ;
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switch ( field )
{
case mobj_valid :
return NOSET ;
case mobj_x :
return NOSETPOS ;
case mobj_y :
return NOSETPOS ;
case mobj_z :
{
// z doesn't cross sector bounds so it's okay.
mobj_t * ptmthing = tmthing ;
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mo - > z = luaL_checkfixed ( L , 3 ) ;
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P_CheckPosition ( mo , mo - > x , mo - > y ) ;
mo - > floorz = tmfloorz ;
mo - > ceilingz = tmceilingz ;
P_SetTarget ( & tmthing , ptmthing ) ;
break ;
}
case mobj_snext :
return NOSETPOS ;
case mobj_sprev :
return UNIMPLEMENTED ;
case mobj_angle :
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mo - > angle = luaL_checkangle ( L , 3 ) ;
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if ( mo - > player = = & players [ consoleplayer ] )
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localangle [ 0 ] = mo - > angle ;
else if ( mo - > player = = & players [ displayplayers [ 1 ] ] )
localangle [ 1 ] = mo - > angle ;
else if ( mo - > player = = & players [ displayplayers [ 2 ] ] )
localangle [ 2 ] = mo - > angle ;
else if ( mo - > player = = & players [ displayplayers [ 3 ] ] )
localangle [ 3 ] = mo - > angle ;
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break ;
case mobj_sprite :
mo - > sprite = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_frame :
mo - > frame = ( UINT32 ) luaL_checkinteger ( L , 3 ) ;
break ;
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case mobj_anim_duration :
mo - > anim_duration = ( UINT16 ) luaL_checkinteger ( L , 3 ) ;
break ;
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case mobj_touching_sectorlist :
return UNIMPLEMENTED ;
case mobj_subsector :
return NOSETPOS ;
case mobj_floorz :
return NOSETPOS ;
case mobj_ceilingz :
return NOSETPOS ;
case mobj_radius :
{
mobj_t * ptmthing = tmthing ;
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mo - > radius = luaL_checkfixed ( L , 3 ) ;
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if ( mo - > radius < 0 )
mo - > radius = 0 ;
P_CheckPosition ( mo , mo - > x , mo - > y ) ;
mo - > floorz = tmfloorz ;
mo - > ceilingz = tmceilingz ;
P_SetTarget ( & tmthing , ptmthing ) ;
break ;
}
case mobj_height :
{
mobj_t * ptmthing = tmthing ;
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mo - > height = luaL_checkfixed ( L , 3 ) ;
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if ( mo - > height < 0 )
mo - > height = 0 ;
P_CheckPosition ( mo , mo - > x , mo - > y ) ;
mo - > floorz = tmfloorz ;
mo - > ceilingz = tmceilingz ;
P_SetTarget ( & tmthing , ptmthing ) ;
break ;
}
case mobj_momx :
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mo - > momx = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_momy :
2016-07-06 04:09:17 +00:00
mo - > momy = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_momz :
2016-07-06 04:09:17 +00:00
mo - > momz = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_pmomz :
2016-07-06 04:09:17 +00:00
mo - > pmomz = luaL_checkfixed ( L , 3 ) ;
mo - > eflags | = MFE_APPLYPMOMZ ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_tics :
mo - > tics = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_state : // set state by enum
if ( mo - > player )
P_SetPlayerMobjState ( mo , luaL_checkinteger ( L , 3 ) ) ;
else
P_SetMobjState ( mo , luaL_checkinteger ( L , 3 ) ) ;
break ;
case mobj_flags : // special handling for MF_NOBLOCKMAP and MF_NOSECTOR
{
UINT32 flags = luaL_checkinteger ( L , 3 ) ;
if ( ( flags & ( MF_NOBLOCKMAP | MF_NOSECTOR ) ) ! = ( mo - > flags & ( MF_NOBLOCKMAP | MF_NOSECTOR ) ) )
{
P_UnsetThingPosition ( mo ) ;
mo - > flags = flags ;
if ( flags & MF_NOSECTOR & & sector_list )
{
P_DelSeclist ( sector_list ) ;
sector_list = NULL ;
}
mo - > snext = NULL , mo - > sprev = NULL ;
mo - > bnext = NULL , mo - > bprev = NULL ;
P_SetThingPosition ( mo ) ;
}
else
mo - > flags = flags ;
break ;
}
case mobj_flags2 :
mo - > flags2 = ( UINT32 ) luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_eflags :
mo - > eflags = ( UINT32 ) luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_skin : // set skin by name
{
INT32 i ;
char skin [ SKINNAMESIZE + 1 ] ; // all skin names are limited to this length
strlcpy ( skin , luaL_checkstring ( L , 3 ) , sizeof skin ) ;
strlwr ( skin ) ; // all skin names are lowercase
for ( i = 0 ; i < numskins ; i + + )
if ( fastcmp ( skins [ i ] . name , skin ) )
{
mo - > skin = & skins [ i ] ;
return 0 ;
}
return luaL_error ( L , " mobj.skin '%s' not found! " , skin ) ;
}
case mobj_color :
2016-07-06 04:09:17 +00:00
{
UINT8 newcolor = ( UINT8 ) luaL_checkinteger ( L , 3 ) ;
if ( newcolor > = MAXTRANSLATIONS )
return luaL_error ( L , " mobj.color %d out of range (0 - %d) . " , newcolor, MAXTRANSLATIONS-1) ;
mo - > color = newcolor ;
2014-03-15 16:59:03 +00:00
break ;
2016-07-06 04:09:17 +00:00
}
2014-03-15 16:59:03 +00:00
case mobj_bnext :
return NOSETPOS ;
case mobj_bprev :
return UNIMPLEMENTED ;
case mobj_hnext :
2018-06-16 23:57:08 +00:00
if ( lua_isnil ( L , 3 ) )
P_SetTarget ( & mo - > hnext , NULL ) ;
else
{
mobj_t * hnext = * ( ( mobj_t * * ) luaL_checkudata ( L , 3 , META_MOBJ ) ) ;
P_SetTarget ( & mo - > hnext , hnext ) ;
}
2014-03-15 16:59:03 +00:00
break ;
case mobj_hprev :
2018-06-16 23:57:08 +00:00
if ( lua_isnil ( L , 3 ) )
P_SetTarget ( & mo - > hprev , NULL ) ;
else
{
mobj_t * hprev = * ( ( mobj_t * * ) luaL_checkudata ( L , 3 , META_MOBJ ) ) ;
P_SetTarget ( & mo - > hprev , hprev ) ;
}
2014-03-15 16:59:03 +00:00
break ;
case mobj_type : // yeah sure, we'll let you change the mobj's type.
{
mobjtype_t newtype = luaL_checkinteger ( L , 3 ) ;
2016-07-06 04:09:17 +00:00
if ( newtype > = NUMMOBJTYPES )
return luaL_error ( L , " mobj.type %d out of range (0 - %d) . " , newtype, NUMMOBJTYPES-1) ;
2014-03-15 16:59:03 +00:00
mo - > type = newtype ;
mo - > info = & mobjinfo [ newtype ] ;
P_SetScale ( mo , mo - > scale ) ;
break ;
}
case mobj_info :
return NOSET ;
case mobj_health :
mo - > health = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_movedir :
mo - > movedir = ( angle_t ) luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_movecount :
mo - > movecount = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_target :
if ( lua_isnil ( L , 3 ) )
P_SetTarget ( & mo - > target , NULL ) ;
else
{
mobj_t * target = * ( ( mobj_t * * ) luaL_checkudata ( L , 3 , META_MOBJ ) ) ;
P_SetTarget ( & mo - > target , target ) ;
}
break ;
case mobj_reactiontime :
mo - > reactiontime = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_threshold :
mo - > threshold = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_player :
return NOSET ;
case mobj_lastlook :
mo - > lastlook = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_spawnpoint :
if ( lua_isnil ( L , 3 ) )
mo - > spawnpoint = NULL ;
else
{
mapthing_t * spawnpoint = * ( ( mapthing_t * * ) luaL_checkudata ( L , 3 , META_MAPTHING ) ) ;
mo - > spawnpoint = spawnpoint ;
}
break ;
case mobj_tracer :
if ( lua_isnil ( L , 3 ) )
P_SetTarget ( & mo - > tracer , NULL ) ;
else
{
mobj_t * tracer = * ( ( mobj_t * * ) luaL_checkudata ( L , 3 , META_MOBJ ) ) ;
P_SetTarget ( & mo - > tracer , tracer ) ;
}
break ;
case mobj_friction :
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mo - > friction = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_movefactor :
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mo - > movefactor = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_fuse :
mo - > fuse = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_watertop :
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mo - > watertop = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_waterbottom :
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mo - > waterbottom = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_mobjnum :
return UNIMPLEMENTED ;
case mobj_scale :
{
2016-07-06 04:09:17 +00:00
fixed_t scale = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
if ( scale < FRACUNIT / 100 )
scale = FRACUNIT / 100 ;
mo - > destscale = scale ;
P_SetScale ( mo , scale ) ;
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
mo - > old_scale = scale ;
2014-03-15 16:59:03 +00:00
break ;
}
case mobj_destscale :
{
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fixed_t scale = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
if ( scale < FRACUNIT / 100 )
scale = FRACUNIT / 100 ;
mo - > destscale = scale ;
break ;
}
case mobj_scalespeed :
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mo - > scalespeed = luaL_checkfixed ( L , 3 ) ;
2014-03-15 16:59:03 +00:00
break ;
case mobj_extravalue1 :
mo - > extravalue1 = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_extravalue2 :
mo - > extravalue2 = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_cusval :
mo - > cusval = luaL_checkinteger ( L , 3 ) ;
break ;
case mobj_cvmem :
mo - > cvmem = luaL_checkinteger ( L , 3 ) ;
break ;
2018-10-21 14:12:51 +00:00
case mobj_standingslope :
return NOSET ;
2018-02-05 00:00:36 +00:00
case mobj_colorized :
mo - > colorized = luaL_checkboolean ( L , 3 ) ;
break ;
2014-03-15 16:59:03 +00:00
default :
lua_getfield ( L , LUA_REGISTRYINDEX , LREG_EXTVARS ) ;
I_Assert ( lua_istable ( L , - 1 ) ) ;
lua_pushlightuserdata ( L , mo ) ;
lua_rawget ( L , - 2 ) ;
if ( lua_isnil ( L , - 1 ) ) {
// This index doesn't have a table for extra values yet, let's make one.
lua_pop ( L , 1 ) ;
CONS_Debug ( DBG_LUA , M_GetText ( " '%s' has no field named '%s'; adding it as Lua data. \n " ) , " mobj_t " , lua_tostring ( L , 2 ) ) ;
lua_newtable ( L ) ;
lua_pushlightuserdata ( L , mo ) ;
lua_pushvalue ( L , - 2 ) ; // ext value table
lua_rawset ( L , - 4 ) ; // LREG_EXTVARS table
}
lua_pushvalue ( L , 2 ) ; // key
lua_pushvalue ( L , 3 ) ; // value to store
lua_settable ( L , - 3 ) ;
lua_pop ( L , 2 ) ;
break ;
}
return 0 ;
}
# undef UNIMPLEMENTED
# undef NOSET
# undef NOSETPOS
# undef NOFIELD
static int mapthing_get ( lua_State * L )
{
mapthing_t * mt = * ( ( mapthing_t * * ) luaL_checkudata ( L , 1 , META_MAPTHING ) ) ;
const char * field = luaL_checkstring ( L , 2 ) ;
lua_Integer number ;
if ( ! mt ) {
if ( fastcmp ( field , " valid " ) ) {
lua_pushboolean ( L , false ) ;
return 1 ;
}
if ( devparm )
return luaL_error ( L , " accessed mapthing_t doesn't exist anymore. " ) ;
return 0 ;
}
if ( fastcmp ( field , " valid " ) ) {
lua_pushboolean ( L , true ) ;
return 1 ;
} else if ( fastcmp ( field , " x " ) )
number = mt - > x ;
else if ( fastcmp ( field , " y " ) )
number = mt - > y ;
else if ( fastcmp ( field , " angle " ) )
number = mt - > angle ;
else if ( fastcmp ( field , " type " ) )
number = mt - > type ;
else if ( fastcmp ( field , " options " ) )
number = mt - > options ;
else if ( fastcmp ( field , " z " ) )
number = mt - > z ;
else if ( fastcmp ( field , " extrainfo " ) )
number = mt - > extrainfo ;
else if ( fastcmp ( field , " mobj " ) ) {
LUA_PushUserdata ( L , mt - > mobj , META_MOBJ ) ;
return 1 ;
} else if ( devparm )
return luaL_error ( L , LUA_QL ( " mapthing_t " ) " has no field named " LUA_QS , field ) ;
else
return 0 ;
lua_pushinteger ( L , number ) ;
return 1 ;
}
static int mapthing_set ( lua_State * L )
{
mapthing_t * mt = * ( ( mapthing_t * * ) luaL_checkudata ( L , 1 , META_MAPTHING ) ) ;
const char * field = luaL_checkstring ( L , 2 ) ;
if ( ! mt )
return luaL_error ( L , " accessed mapthing_t doesn't exist anymore. " ) ;
if ( hud_running )
return luaL_error ( L , " Do not alter mapthing_t in HUD rendering code! " ) ;
2019-01-13 13:40:48 +00:00
if ( hook_cmd_running )
return luaL_error ( L , " Do not alter mapthing_t in BuildCMD code! " ) ;
2014-03-15 16:59:03 +00:00
if ( fastcmp ( field , " x " ) )
mt - > x = ( INT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " y " ) )
mt - > y = ( INT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " angle " ) )
mt - > angle = ( INT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " type " ) )
mt - > type = ( UINT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " options " ) )
mt - > options = ( UINT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " z " ) )
mt - > z = ( INT16 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " extrainfo " ) )
mt - > extrainfo = ( UINT8 ) luaL_checkinteger ( L , 3 ) ;
else if ( fastcmp ( field , " mobj " ) )
mt - > mobj = * ( ( mobj_t * * ) luaL_checkudata ( L , 3 , META_MOBJ ) ) ;
else
return luaL_error ( L , LUA_QL ( " mapthing_t " ) " has no field named " LUA_QS , field ) ;
return 0 ;
}
static int lib_iterateMapthings ( lua_State * L )
{
size_t i = 0 ;
2014-04-14 05:14:58 +00:00
if ( lua_gettop ( L ) < 2 )
return luaL_error ( L , " Don't call mapthings.iterate() directly , use it as ' for mapthing in mapthings . iterate do < block > end ' . " ) ;
lua_settop ( L , 2 ) ;
2014-03-15 16:59:03 +00:00
lua_remove ( L , 1 ) ; // state is unused.
if ( ! lua_isnil ( L , 1 ) )
i = ( size_t ) ( * ( ( mapthing_t * * ) luaL_checkudata ( L , 1 , META_MAPTHING ) ) - mapthings ) + 1 ;
if ( i < nummapthings )
{
LUA_PushUserdata ( L , & mapthings [ i ] , META_MAPTHING ) ;
return 1 ;
}
return 0 ;
}
static int lib_getMapthing ( lua_State * L )
{
int field ;
lua_settop ( L , 2 ) ;
lua_remove ( L , 1 ) ; // dummy userdata table is unused.
if ( lua_isnumber ( L , 1 ) )
{
size_t i = lua_tointeger ( L , 1 ) ;
if ( i > = nummapthings )
return 0 ;
LUA_PushUserdata ( L , & mapthings [ i ] , META_MAPTHING ) ;
return 1 ;
}
field = luaL_checkoption ( L , 1 , NULL , array_opt ) ;
switch ( field )
{
case 0 : // iterate
lua_pushcfunction ( L , lib_iterateMapthings ) ;
return 1 ;
}
return 0 ;
}
static int lib_nummapthings ( lua_State * L )
{
lua_pushinteger ( L , nummapthings ) ;
return 1 ;
}
int LUA_MobjLib ( lua_State * L )
{
luaL_newmetatable ( L , META_MOBJ ) ;
lua_pushcfunction ( L , mobj_get ) ;
lua_setfield ( L , - 2 , " __index " ) ;
lua_pushcfunction ( L , mobj_set ) ;
lua_setfield ( L , - 2 , " __newindex " ) ;
lua_pop ( L , 1 ) ;
luaL_newmetatable ( L , META_MAPTHING ) ;
lua_pushcfunction ( L , mapthing_get ) ;
lua_setfield ( L , - 2 , " __index " ) ;
lua_pushcfunction ( L , mapthing_set ) ;
lua_setfield ( L , - 2 , " __newindex " ) ;
lua_pop ( L , 1 ) ;
lua_newuserdata ( L , 0 ) ;
lua_createtable ( L , 0 , 2 ) ;
lua_pushcfunction ( L , lib_getMapthing ) ;
lua_setfield ( L , - 2 , " __index " ) ;
lua_pushcfunction ( L , lib_nummapthings ) ;
lua_setfield ( L , - 2 , " __len " ) ;
lua_setmetatable ( L , - 2 ) ;
lua_setglobal ( L , " mapthings " ) ;
return 0 ;
}
# endif