SRB2/src/lua_baselib.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2014 by John "JTE" Muniz.
// Copyright (C) 2012-2014 by Sonic Team Junior.
//
// 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_baselib.c
/// \brief basic functions for Lua scripting
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "p_local.h"
#include "p_setup.h" // So we can have P_SetupLevelSky
#include "z_zone.h"
#include "r_main.h"
#include "m_random.h"
#include "s_sound.h"
#include "g_game.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
boolean luaL_checkboolean(lua_State *L, int narg) {
luaL_checktype(L, narg, LUA_TBOOLEAN);
return lua_toboolean(L, narg);
}
// String concatination
static int lib_concat(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
int i;
char *r = NULL;
size_t rl = 0,sl;
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++) {
const char *s;
lua_pushvalue(L, -1); /* function to be called */
lua_pushvalue(L, i); /* value to print */
lua_call(L, 1, 1);
s = lua_tolstring(L, -1, &sl); /* get result */
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to "
LUA_QL("__add"));
r = Z_Realloc(r, rl+sl, PU_STATIC, NULL);
M_Memcpy(r+rl, s, sl);
rl += sl;
lua_pop(L, 1); /* pop result */
}
lua_pushlstring(L, r, rl);
Z_Free(r);
return 1;
}
// Wrapper for CONS_Printf
// Copied from base Lua code
static int lib_print(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
int i;
//HUDSAFE
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++) {
const char *s;
lua_pushvalue(L, -1); /* function to be called */
lua_pushvalue(L, i); /* value to print */
lua_call(L, 1, 1);
s = lua_tostring(L, -1); /* get result */
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to "
LUA_QL("print"));
if (i>1) CONS_Printf("\n");
CONS_Printf("%s", s);
lua_pop(L, 1); /* pop result */
}
CONS_Printf("\n");
return 0;
}
// M_RANDOM
//////////////
static int lib_pRandom(lua_State *L)
{
NOHUD
lua_pushinteger(L, P_Random());
return 1;
}
static int lib_pSignedRandom(lua_State *L)
{
NOHUD
lua_pushinteger(L, P_SignedRandom());
return 1;
}
static int lib_pRandomKey(lua_State *L)
{
INT32 a = (INT32)luaL_checkinteger(L, 1);
NOHUD
lua_pushinteger(L, P_RandomKey(a));
return 1;
}
static int lib_pRandomRange(lua_State *L)
{
INT32 a = (INT32)luaL_checkinteger(L, 1);
INT32 b = (INT32)luaL_checkinteger(L, 2);
NOHUD
if (b < a) {
INT32 c = a;
a = b;
b = c;
}
lua_pushinteger(L, P_RandomRange(a, b));
return 1;
}
// P_MAPUTIL
///////////////
static int lib_pAproxDistance(lua_State *L)
{
fixed_t dx = (fixed_t)luaL_checkinteger(L, 1);
fixed_t dy = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
lua_pushinteger(L, P_AproxDistance(dx, dy));
return 1;
}
static int lib_pClosestPointOnLine(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
vertex_t result;
//HUDSAFE
if (!line)
return LUA_ErrInvalid(L, "line_t");
P_ClosestPointOnLine(x, y, line, &result);
lua_pushinteger(L, result.x);
lua_pushinteger(L, result.y);
return 2;
}
// P_ENEMY
/////////////
static int lib_pCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMeleeRange(actor));
return 1;
}
static int lib_pJetbCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_JetbCheckMeleeRange(actor));
return 1;
}
static int lib_pFaceStabCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_FaceStabCheckMeleeRange(actor));
return 1;
}
static int lib_pSkimCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SkimCheckMeleeRange(actor));
return 1;
}
static int lib_pCheckMissileRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMissileRange(actor));
return 1;
}
static int lib_pNewChaseDir(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_NewChaseDir(actor);
return 0;
}
static int lib_pLookForPlayers(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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fixed_t dist = (fixed_t)luaL_optinteger(L, 2, 0);
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boolean allaround = lua_optboolean(L, 3);
boolean tracer = lua_optboolean(L, 4);
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_LookForPlayers(actor, allaround, tracer, dist));
return 1;
}
// P_MOBJ
////////////
static int lib_pSpawnMobj(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
mobjtype_t type = luaL_checkinteger(L, 4);
NOHUD
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ);
return 1;
}
static int lib_pRemoveMobj(lua_State *L)
{
mobj_t *th = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!th)
return LUA_ErrInvalid(L, "mobj_t");
if (th->player)
return luaL_error(L, "Attempt to remove player mobj with P_RemoveMobj.");
P_RemoveMobj(th);
return 0;
}
static int lib_pSpawnMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
NOHUD
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnMissile(source, dest, type), META_MOBJ);
return 1;
}
static int lib_pSpawnXYZMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
fixed_t x = (fixed_t)luaL_checkinteger(L, 4);
fixed_t y = (fixed_t)luaL_checkinteger(L, 5);
fixed_t z = (fixed_t)luaL_checkinteger(L, 6);
NOHUD
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnXYZMissile(source, dest, type, x, y, z), META_MOBJ);
return 1;
}
static int lib_pSpawnPointMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t xa = (fixed_t)luaL_checkinteger(L, 2);
fixed_t ya = (fixed_t)luaL_checkinteger(L, 3);
fixed_t za = (fixed_t)luaL_checkinteger(L, 4);
mobjtype_t type = luaL_checkinteger(L, 5);
fixed_t x = (fixed_t)luaL_checkinteger(L, 6);
fixed_t y = (fixed_t)luaL_checkinteger(L, 7);
fixed_t z = (fixed_t)luaL_checkinteger(L, 8);
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnPointMissile(source, xa, ya, za, type, x, y, z), META_MOBJ);
return 1;
}
static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
fixed_t x = (fixed_t)luaL_checkinteger(L, 3);
fixed_t y = (fixed_t)luaL_checkinteger(L, 4);
fixed_t z = (fixed_t)luaL_checkinteger(L, 5);
INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnAlteredDirectionMissile(source, type, x, y, z, shiftingAngle), META_MOBJ);
return 1;
}
static int lib_pColorTeamMissile(lua_State *L)
{
mobj_t *missile = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *source = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
NOHUD
if (!missile)
return LUA_ErrInvalid(L, "mobj_t");
if (!source)
return LUA_ErrInvalid(L, "player_t");
P_ColorTeamMissile(missile, source);
return 0;
}
static int lib_pSPMAngle(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
angle_t angle = (angle_t)luaL_checkinteger(L, 3);
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UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
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NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SPMAngle(source, type, angle, allowaim, flags2), META_MOBJ);
return 1;
}
static int lib_pSpawnPlayerMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
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UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0);
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NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
LUA_PushUserdata(L, P_SpawnPlayerMissile(source, type, flags2), META_MOBJ);
return 1;
}
static int lib_pMobjFlip(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushinteger(L, P_MobjFlip(mobj));
return 1;
}
static int lib_pWeaponOrPanel(lua_State *L)
{
mobjtype_t type = luaL_checkinteger(L, 1);
//HUDSAFE
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
lua_pushboolean(L, P_WeaponOrPanel(type));
return 1;
}
static int lib_pFlashPal(lua_State *L)
{
player_t *pl = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT16 type = (UINT16)luaL_checkinteger(L, 2);
UINT16 duration = (UINT16)luaL_checkinteger(L, 3);
NOHUD
if (!pl)
return LUA_ErrInvalid(L, "player_t");
P_FlashPal(pl, type, duration);
return 0;
}
static int lib_pGetClosestAxis(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_GetClosestAxis(source), META_MOBJ);
return 1;
}
static int lib_pSpawnParaloop(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 4);
INT32 number = (INT32)luaL_checkinteger(L, 5);
mobjtype_t type = luaL_checkinteger(L, 6);
angle_t rotangle = (angle_t)luaL_checkinteger(L, 7);
statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
boolean spawncenter = lua_optboolean(L, 9);
NOHUD
if (type > MT_LASTFREESLOT)
return luaL_error(L, "mobjtype_t out of bounds error!");
P_SpawnParaloop(x, y, z, radius, number, type, nstate, rotangle, spawncenter);
return 0;
}
static int lib_pBossTargetPlayer(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
boolean closest = lua_optboolean(L, 2);
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_BossTargetPlayer(actor, closest));
return 1;
}
static int lib_pSupermanLook4Players(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SupermanLook4Players(actor));
return 1;
}
static int lib_pSetScale(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t newscale = (fixed_t)luaL_checkinteger(L, 2);
NOHUD
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (newscale < FRACUNIT/100)
newscale = FRACUNIT/100;
P_SetScale(mobj, newscale);
return 0;
}
static int lib_pCheckDeathPitCollide(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckDeathPitCollide(mo));
return 1;
}
// P_USER
////////////
static int lib_pGetPlayerHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerHeight(player));
return 1;
}
static int lib_pGetPlayerSpinHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerSpinHeight(player));
return 1;
}
static int lib_pGetPlayerControlDirection(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerControlDirection(player));
return 1;
}
static int lib_pAddPlayerScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_AddPlayerScore(player, amount);
return 0;
}
static int lib_pPlayerInPain(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_PlayerInPain(player));
return 1;
}
static int lib_pDoPlayerPain(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *source = NULL, *inflictor = NULL;
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!lua_isnone(L, 2) && lua_touserdata(L, 2))
source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_touserdata(L, 3))
inflictor = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_DoPlayerPain(player, source, inflictor);
return 0;
}
static int lib_pResetPlayer(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetPlayer(player);
return 0;
}
static int lib_pIsObjectOnGround(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_IsObjectOnGround(mo));
return 1;
}
static int lib_pSetObjectMomZ(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t value = (fixed_t)luaL_checkinteger(L, 2);
boolean relative = lua_optboolean(L, 3);
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SetObjectMomZ(mo, value, relative);
return 0;
}
static int lib_pRestoreMusic(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_RestoreMusic(player);
return 0;
}
static int lib_pSpawnGhostMobj(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_SpawnGhostMobj(mobj), META_MOBJ);
return 1;
}
static int lib_pGivePlayerRings(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_checkinteger(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerRings(player, num_rings);
return 0;
}
static int lib_pGivePlayerLives(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 numlives = (INT32)luaL_checkinteger(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerLives(player, numlives);
return 0;
}
static int lib_pResetScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetScore(player);
return 0;
}
static int lib_pBlackOw(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_BlackOw(player);
return 0;
}
static int lib_pElementalFireTrail(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ElementalFireTrail(player);
return 0;
}
static int lib_pDoPlayerExit(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoPlayerExit(player);
return 0;
}
static int lib_pInstaThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3);
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_InstaThrust(mo, angle, move);
return 0;
}
static int lib_pReturnThrustX(lua_State *L)
{
angle_t angle;
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
lua_pushinteger(L, P_ReturnThrustX(NULL, angle, move));
return 1;
}
static int lib_pReturnThrustY(lua_State *L)
{
angle_t angle;
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
lua_pushinteger(L, P_ReturnThrustY(NULL, angle, move));
return 1;
}
static int lib_pLookForEnemies(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_LookForEnemies(player));
return 1;
}
static int lib_pNukeEnemies(lua_State *L)
{
mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = (fixed_t)luaL_checkinteger(L, 3);
NOHUD
if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_NukeEnemies(inflictor, source, radius);
return 0;
}
static int lib_pHomingAttack(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *enemy = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD
if (!source || !enemy)
return LUA_ErrInvalid(L, "mobj_t");
P_HomingAttack(source, enemy);
return 0;
}
// P_MAP
///////////
static int lib_pCheckPosition(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
NOHUD
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckPosition(thing, x, y));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pTryMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
boolean allowdropoff = lua_optboolean(L, 4);
NOHUD
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TryMove(thing, x, y, allowdropoff));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t speed = (fixed_t)luaL_checkinteger(L, 2);
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_Move(actor, speed));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pTeleportMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4);
NOHUD
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TeleportMove(thing, x, y, z));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pSlideMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SlideMove(mo);
return 0;
}
static int lib_pBounceMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_BounceMove(mo);
return 0;
}
static int lib_pCheckSight(lua_State *L)
{
mobj_t *t1 = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *t2 = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
//HUDSAFE?
if (!t1 || !t2)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckSight(t1, t2));
return 1;
}
static int lib_pCheckHoopPosition(lua_State *L)
{
mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 5);
NOHUD
if (!hoopthing)
return LUA_ErrInvalid(L, "mobj_t");
P_CheckHoopPosition(hoopthing, x, y, z, radius);
return 0;
}
static int lib_pRadiusAttack(lua_State *L)
{
mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t damagedist = (fixed_t)luaL_checkinteger(L, 3);
NOHUD
if (!spot || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_RadiusAttack(spot, source, damagedist);
return 0;
}
static int lib_pFloorzAtPos(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
fixed_t height = (fixed_t)luaL_checkinteger(L, 4);
//HUDSAFE
lua_pushinteger(L, P_FloorzAtPos(x, y, z, height));
return 1;
}
// P_INTER
////////////
static int lib_pRemoveShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_RemoveShield(player);
return 0;
}
static int lib_pDamageMobj(lua_State *L)
{
mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
INT32 damage;
NOHUD
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_touserdata(L, 2))
inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_touserdata(L, 3))
source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
damage = (INT32)luaL_optinteger(L, 4, 1);
lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage));
return 1;
}
static int lib_pKillMobj(lua_State *L)
{
mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
NOHUD
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_touserdata(L, 2))
inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_touserdata(L, 3))
source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_KillMobj(target, inflictor, source);
return 0;
}
static int lib_pPlayerRingBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_optinteger(L, 2, -1);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (num_rings == -1)
num_rings = player->health - 1;
P_PlayerRingBurst(player, num_rings);
return 0;
}
static int lib_pPlayerWeaponPanelBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelBurst(player);
return 0;
}
static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponAmmoBurst(player);
return 0;
}
static int lib_pPlayerEmeraldBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerEmeraldBurst(player, toss);
return 0;
}
static int lib_pPlayerFlagBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerFlagBurst(player, toss);
return 0;
}
static int lib_pPlayRinglossSound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
P_PlayRinglossSound(source);
return 0;
}
static int lib_pPlayDeathSound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
P_PlayDeathSound(source);
return 0;
}
static int lib_pPlayVictorySound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
P_PlayVictorySound(source);
return 0;
}
static int lib_pPlayLivesJingle(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayLivesJingle(player);
return 0;
}
static int lib_pCanPickupItem(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean weapon = lua_optboolean(L, 2);
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_CanPickupItem(player, weapon));
return 1;
}
static int lib_pDoNightsScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoNightsScore(player);
return 0;
}
// P_SPEC
////////////
static int lib_pThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3);
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_Thrust(mo, angle, move);
return 0;
}
static int lib_pSetMobjStateNF(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
statenum_t state = luaL_checkinteger(L, 2);
NOHUD
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (mobj->player && state == S_NULL)
return luaL_error(L, "Attempt to remove player mobj with S_NULL.");
lua_pushboolean(L, P_SetMobjStateNF(mobj, state));
return 1;
}
static int lib_pDoSuperTransformation(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean giverings = lua_optboolean(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoSuperTransformation(player, giverings);
return 0;
}
static int lib_pExplodeMissile(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_ExplodeMissile(mo);
return 0;
}
static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 section = (INT32)luaL_checkinteger(L, 2);
INT32 number = (INT32)luaL_checkinteger(L, 3);
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
return 1;
}
static int lib_pFindSpecialLineFromTag(lua_State *L)
{
INT16 special = (INT16)luaL_checkinteger(L, 1);
INT16 line = (INT16)luaL_checkinteger(L, 2);
INT32 start = (INT32)luaL_optinteger(L, 3, -1);
NOHUD
lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start));
return 1;
}
static int lib_pSwitchWeather(lua_State *L)
{
INT32 weathernum = (INT32)luaL_checkinteger(L, 1);
NOHUD
P_SwitchWeather(weathernum);
return 0;
}
static int lib_pLinedefExecute(lua_State *L)
{
INT32 tag = (INT16)luaL_checkinteger(L, 1);
mobj_t *actor = NULL;
sector_t *caller = NULL;
NOHUD
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
caller = *((sector_t **)luaL_checkudata(L, 3, META_SECTOR));
P_LinedefExecute(tag, actor, caller);
return 0;
}
static int lib_pSpawnLightningFlash(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
NOHUD
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
P_SpawnLightningFlash(sector);
return 0;
}
static int lib_pFadeLight(lua_State *L)
{
INT16 tag = (INT16)luaL_checkinteger(L, 1);
INT32 destvalue = (INT32)luaL_checkinteger(L, 2);
INT32 speed = (INT32)luaL_checkinteger(L, 3);
NOHUD
P_FadeLight(tag, destvalue, speed);
return 0;
}
static int lib_pThingOnSpecial3DFloor(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
return 1;
}
static int lib_pSetupLevelSky(lua_State *L)
{
INT32 skynum = (INT32)luaL_checkinteger(L, 1);
boolean global = lua_optboolean(L, 2);
NOHUD
P_SetupLevelSky(skynum, global);
return 0;
}
// Shhh, P_SetSkyboxMobj doesn't actually exist yet.
static int lib_pSetSkyboxMobj(lua_State *L)
{
int n = lua_gettop(L);
mobj_t *mo = NULL;
player_t *user = NULL;
int w = 0;
NOHUD
if (!lua_isnil(L,1)) // nil leaves mo as NULL to remove the skybox rendering.
{
mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); // otherwise it is a skybox mobj.
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
}
if (n == 1)
;
else if (lua_isuserdata(L, 2))
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
else if (lua_isnil(L, 2))
w = 0;
else if (lua_isboolean(L, 2))
{
if (lua_toboolean(L, 2))
w = 1;
else
w = 0;
}
else
w = luaL_optinteger(L, 2, 0);
if (n > 2 && lua_isuserdata(L, 3))
{
user = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!user)
return LUA_ErrInvalid(L, "player_t");
}
if (w > 1 || w < 0)
return luaL_error(L, "skybox mobj index %d is out of range for P_SetSkyboxMobj argument #2 (expected 0 or 1)", w);
if (!user || P_IsLocalPlayer(user))
skyboxmo[w] = mo;
return 0;
}
// Shhh, neither does P_StartQuake.
static int lib_pStartQuake(lua_State *L)
{
fixed_t q_intensity = luaL_checkinteger(L, 1);
UINT16 q_time = (UINT16)luaL_checkinteger(L, 2);
static mappoint_t q_epicenter = {0,0,0};
NOHUD
// While technically we don't support epicenter and radius,
// we get their values anyway if they exist.
// This way when support is added we won't have to change anything.
if (!lua_isnoneornil(L, 3))
{
luaL_checktype(L, 3, LUA_TTABLE);
lua_getfield(L, 3, "x");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 1);
}
if (!lua_isnil(L, -1))
q_epicenter.x = luaL_checkinteger(L, -1);
else
q_epicenter.x = 0;
lua_pop(L, 1);
lua_getfield(L, 3, "y");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 2);
}
if (!lua_isnil(L, -1))
q_epicenter.y = luaL_checkinteger(L, -1);
else
q_epicenter.y = 0;
lua_pop(L, 1);
lua_getfield(L, 3, "z");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 3);
}
if (!lua_isnil(L, -1))
q_epicenter.z = luaL_checkinteger(L, -1);
else
q_epicenter.z = 0;
lua_pop(L, 1);
quake.epicenter = &q_epicenter;
}
else
quake.epicenter = NULL;
quake.radius = luaL_optinteger(L, 4, 512*FRACUNIT);
// These things are actually used in 2.1.
quake.intensity = q_intensity;
quake.time = q_time;
return 0;
}
// R_DEFS
////////////
static int lib_rPointToAngle(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
lua_pushinteger(L, R_PointToAngle(x, y));
return 1;
}
static int lib_rPointToAngle2(lua_State *L)
{
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4);
//HUDSAFE
lua_pushinteger(L, R_PointToAngle2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointToDist(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
lua_pushinteger(L, R_PointToDist(x, y));
return 1;
}
static int lib_rPointToDist2(lua_State *L)
{
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4);
//HUDSAFE
lua_pushinteger(L, R_PointToDist2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointInSubsector(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
//HUDSAFE
LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
return 1;
}
// S_SOUND
////////////
static int lib_sStartSound(lua_State *L)
{
const void *origin = NULL;
sfxenum_t sound_id = luaL_checkinteger(L, 2);
NOHUD
if (!lua_isnil(L, 1))
{
origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
}
S_StartSound(origin, sound_id);
return 0;
}
static int lib_sStartSoundAtVolume(lua_State *L)
{
const void *origin = NULL;
sfxenum_t sound_id = luaL_checkinteger(L, 2);
INT32 volume = (INT32)luaL_checkinteger(L, 3);
NOHUD
if (!lua_isnil(L, 1))
{
origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
}
S_StartSoundAtVolume(origin, sound_id, volume);
return 0;
}
static int lib_sStopSound(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
S_StopSound(origin);
return 0;
}
static int lib_sChangeMusic(lua_State *L)
{
UINT32 music_num = (UINT32)luaL_checkinteger(L, 1);
boolean looping = (boolean)lua_opttrueboolean(L, 2);
NOHUD
S_ChangeMusic(music_num, looping);
return 0;
}
static int lib_sSpeedMusic(lua_State *L)
{
fixed_t fixedspeed = (fixed_t)luaL_checkinteger(L, 1);
float speed = FIXED_TO_FLOAT(fixedspeed);
NOHUD
lua_pushboolean(L, S_SpeedMusic(speed));
return 1;
}
static int lib_sStopMusic(lua_State *L)
{
NOHUD
S_StopMusic();
return 0;
}
static int lib_sOriginPlaying(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, S_OriginPlaying(origin));
return 1;
}
static int lib_sIdPlaying(lua_State *L)
{
sfxenum_t id = luaL_checkinteger(L, 1);
NOHUD
lua_pushboolean(L, S_IdPlaying(id));
return 1;
}
static int lib_sSoundPlaying(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
sfxenum_t id = luaL_checkinteger(L, 2);
NOHUD
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, S_SoundPlaying(origin, id));
return 1;
}
// G_GAME
////////////
static int lib_gBuildMapName(lua_State *L)
{
INT32 map = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushstring(L, G_BuildMapName(map));
return 1;
}
static int lib_gDoReborn(lua_State *L)
{
INT32 playernum = luaL_checkinteger(L, 1);
NOHUD
if (playernum >= MAXPLAYERS)
return luaL_error(L, "playernum out of bounds error!");
G_DoReborn(playernum);
return 0;
}
static int lib_gExitLevel(lua_State *L)
{
NOHUD
G_ExitLevel();
return 0;
}
static int lib_gIsSpecialStage(lua_State *L)
{
INT32 mapnum = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushboolean(L, G_IsSpecialStage(mapnum));
return 1;
}
static int lib_gGametypeUsesLives(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_GametypeUsesLives());
return 1;
}
static int lib_gGametypeHasTeams(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_GametypeHasTeams());
return 1;
}
static int lib_gGametypeHasSpectators(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_GametypeHasSpectators());
return 1;
}
static int lib_gRingSlingerGametype(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_RingSlingerGametype());
return 1;
}
static int lib_gPlatformGametype(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_PlatformGametype());
return 1;
}
static int lib_gTagGametype(lua_State *L)
{
//HUDSAFE
lua_pushboolean(L, G_TagGametype());
return 1;
}
static int lib_gTicsToHours(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToHours(rtic));
return 1;
}
static int lib_gTicsToMinutes(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
boolean rfull = lua_optboolean(L, 2);
//HUDSAFE
lua_pushinteger(L, G_TicsToMinutes(rtic, rfull));
return 1;
}
static int lib_gTicsToSeconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToSeconds(rtic));
return 1;
}
static int lib_gTicsToCentiseconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToCentiseconds(rtic));
return 1;
}
static int lib_gTicsToMilliseconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToMilliseconds(rtic));
return 1;
}
static luaL_Reg lib[] = {
{"print", lib_print},
// m_random
{"P_Random",lib_pRandom},
{"P_SignedRandom",lib_pSignedRandom},
{"P_RandomKey",lib_pRandomKey},
{"P_RandomRange",lib_pRandomRange},
// p_maputil
{"P_AproxDistance",lib_pAproxDistance},
{"P_ClosestPointOnLine",lib_pClosestPointOnLine},
// p_enemy
{"P_CheckMeleeRange", lib_pCheckMeleeRange},
{"P_JetbCheckMeleeRange", lib_pJetbCheckMeleeRange},
{"P_FaceStabCheckMeleeRange", lib_pFaceStabCheckMeleeRange},
{"P_SkimCheckMeleeRange", lib_pSkimCheckMeleeRange},
{"P_CheckMissileRange", lib_pCheckMissileRange},
{"P_NewChaseDir", lib_pNewChaseDir},
{"P_LookForPlayers", lib_pLookForPlayers},
// p_mobj
// don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead.
{"P_SpawnMobj",lib_pSpawnMobj},
{"P_RemoveMobj",lib_pRemoveMobj},
{"P_SpawnMissile",lib_pSpawnMissile},
{"P_SpawnXYZMissile",lib_pSpawnXYZMissile},
{"P_SpawnPointMissile",lib_pSpawnPointMissile},
{"P_SpawnAlteredDirectionMissile",lib_pSpawnAlteredDirectionMissile},
{"P_ColorTeamMissile",lib_pColorTeamMissile},
{"P_SPMAngle",lib_pSPMAngle},
{"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile},
{"P_MobjFlip",lib_pMobjFlip},
{"P_WeaponOrPanel",lib_pWeaponOrPanel},
{"P_FlashPal",lib_pFlashPal},
{"P_GetClosestAxis",lib_pGetClosestAxis},
{"P_SpawnParaloop",lib_pSpawnParaloop},
{"P_BossTargetPlayer",lib_pBossTargetPlayer},
{"P_SupermanLook4Players",lib_pSupermanLook4Players},
{"P_SetScale",lib_pSetScale},
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
// p_user
{"P_GetPlayerHeight",lib_pGetPlayerHeight},
{"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight},
{"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection},
{"P_AddPlayerScore",lib_pAddPlayerScore},
{"P_PlayerInPain",lib_pPlayerInPain},
{"P_DoPlayerPain",lib_pDoPlayerPain},
{"P_ResetPlayer",lib_pResetPlayer},
{"P_IsObjectOnGround",lib_pIsObjectOnGround},
{"P_SetObjectMomZ",lib_pSetObjectMomZ},
{"P_RestoreMusic",lib_pRestoreMusic},
{"P_SpawnGhostMobj",lib_pSpawnGhostMobj},
{"P_GivePlayerRings",lib_pGivePlayerRings},
{"P_GivePlayerLives",lib_pGivePlayerLives},
{"P_ResetScore",lib_pResetScore},
{"P_BlackOw",lib_pBlackOw},
{"P_ElementalFireTrail",lib_pElementalFireTrail},
{"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust},
{"P_ReturnThrustX",lib_pReturnThrustX},
{"P_ReturnThrustY",lib_pReturnThrustY},
{"P_LookForEnemies",lib_pLookForEnemies},
{"P_NukeEnemies",lib_pNukeEnemies},
{"P_HomingAttack",lib_pHomingAttack},
// p_map
{"P_CheckPosition",lib_pCheckPosition},
{"P_TryMove",lib_pTryMove},
{"P_Move",lib_pMove},
{"P_TeleportMove",lib_pTeleportMove},
{"P_SlideMove",lib_pSlideMove},
{"P_BounceMove",lib_pBounceMove},
{"P_CheckSight", lib_pCheckSight},
{"P_CheckHoopPosition",lib_pCheckHoopPosition},
{"P_RadiusAttack",lib_pRadiusAttack},
{"P_FloorzAtPos",lib_pFloorzAtPos},
// p_inter
{"P_RemoveShield",lib_pRemoveShield},
{"P_DamageMobj",lib_pDamageMobj},
{"P_KillMobj",lib_pKillMobj},
{"P_PlayerRingBurst",lib_pPlayerRingBurst},
{"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst},
{"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst},
{"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst},
{"P_PlayerFlagBurst",lib_pPlayerFlagBurst},
{"P_PlayRinglossSound",lib_pPlayRinglossSound},
{"P_PlayDeathSound",lib_pPlayDeathSound},
{"P_PlayVictorySound",lib_pPlayVictorySound},
{"P_PlayLivesJingle",lib_pPlayLivesJingle},
{"P_CanPickupItem",lib_pCanPickupItem},
{"P_DoNightsScore",lib_pDoNightsScore},
// p_spec
{"P_Thrust",lib_pThrust},
{"P_SetMobjStateNF",lib_pSetMobjStateNF},
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
{"P_ExplodeMissile",lib_pExplodeMissile},
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
{"P_SwitchWeather",lib_pSwitchWeather},
{"P_LinedefExecute",lib_pLinedefExecute},
{"P_SpawnLightningFlash",lib_pSpawnLightningFlash},
{"P_FadeLight",lib_pFadeLight},
{"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor},
{"P_SetupLevelSky",lib_pSetupLevelSky},
{"P_SetSkyboxMobj",lib_pSetSkyboxMobj},
{"P_StartQuake",lib_pStartQuake},
// r_defs
{"R_PointToAngle",lib_rPointToAngle},
{"R_PointToAngle2",lib_rPointToAngle2},
{"R_PointToDist",lib_rPointToDist},
{"R_PointToDist2",lib_rPointToDist2},
{"R_PointInSubsector",lib_rPointInSubsector},
// s_sound
{"S_StartSound",lib_sStartSound},
{"S_StartSoundAtVolume",lib_sStartSoundAtVolume},
{"S_StopSound",lib_sStopSound},
{"S_ChangeMusic",lib_sChangeMusic},
{"S_SpeedMusic",lib_sSpeedMusic},
{"S_StopMusic",lib_sStopMusic},
{"S_OriginPlaying",lib_sOriginPlaying},
{"S_IdPlaying",lib_sIdPlaying},
{"S_SoundPlaying",lib_sSoundPlaying},
// g_game
{"G_BuildMapName",lib_gBuildMapName},
{"G_DoReborn",lib_gDoReborn},
{"G_ExitLevel",lib_gExitLevel},
{"G_IsSpecialStage",lib_gIsSpecialStage},
{"G_GametypeUsesLives",lib_gGametypeUsesLives},
{"G_GametypeHasTeams",lib_gGametypeHasTeams},
{"G_GametypeHasSpectators",lib_gGametypeHasSpectators},
{"G_RingSlingerGametype",lib_gRingSlingerGametype},
{"G_PlatformGametype",lib_gPlatformGametype},
{"G_TagGametype",lib_gTagGametype},
{"G_TicsToHours",lib_gTicsToHours},
{"G_TicsToMinutes",lib_gTicsToMinutes},
{"G_TicsToSeconds",lib_gTicsToSeconds},
{"G_TicsToCentiseconds",lib_gTicsToCentiseconds},
{"G_TicsToMilliseconds",lib_gTicsToMilliseconds},
{NULL, NULL}
};
int LUA_BaseLib(lua_State *L)
{
// Set metatable for string
lua_pushliteral(L, ""); // dummy string
lua_getmetatable(L, -1); // get string metatable
lua_pushcfunction(L,lib_concat); // push concatination function
lua_setfield(L,-2,"__add"); // ... store it as mathematical addition
lua_pop(L, 2); // pop metatable and dummy string
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
// Set global functions
lua_pushvalue(L, LUA_GLOBALSINDEX);
luaL_register(L, NULL, lib);
return 0;
}
#endif