SRB2/src/lua_script.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by John "JTE" Muniz.
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// Copyright (C) 2012-2020 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_script.h
/// \brief Lua scripting basics
#include "m_fixed.h"
#include "doomtype.h"
#include "d_player.h"
#include "g_state.h"
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#include "blua/lua.h"
#include "blua/lualib.h"
#include "blua/lauxlib.h"
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#define lua_optboolean(L, i) (!lua_isnoneornil(L, i) && lua_toboolean(L, i))
#define lua_opttrueboolean(L, i) (lua_isnoneornil(L, i) || lua_toboolean(L, i))
// fixed_t casting
// TODO add some distinction between fixed numbers and integer numbers
// for at least the purpose of printing and maybe math.
#define luaL_checkfixed(L, i) luaL_checkinteger(L, i)
#define lua_pushfixed(L, f) lua_pushinteger(L, f)
// angle_t casting
// TODO deal with signedness
#define luaL_checkangle(L, i) ((angle_t)luaL_checkinteger(L, i))
#define lua_pushangle(L, a) lua_pushinteger(L, a)
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#ifdef _DEBUG
void LUA_ClearExtVars(void);
#endif
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extern INT32 lua_lumploading; // is LUA_LoadLump being called?
int LUA_GetErrorMessage(lua_State *L);
int LUA_Call(lua_State *L, int nargs, int nresults, int errorhandlerindex);
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void LUA_LoadLump(UINT16 wad, UINT16 lump, boolean noresults);
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#ifdef LUA_ALLOW_BYTECODE
void LUA_DumpFile(const char *filename);
#endif
fixed_t LUA_EvalMath(const char *word);
void LUA_PushLightUserdata(lua_State *L, void *data, const char *meta);
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void LUA_PushUserdata(lua_State *L, void *data, const char *meta);
void LUA_InvalidateUserdata(void *data);
void LUA_InvalidateLevel(void);
void LUA_InvalidateMapthings(void);
void LUA_InvalidatePlayer(player_t *player);
void LUA_Step(void);
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void LUA_Archive(void);
void LUA_UnArchive(void);
int LUA_PushGlobals(lua_State *L, const char *word);
int LUA_CheckGlobals(lua_State *L, const char *word);
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void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c
void LUA_CVarChanged(const char *name); // lua_consolelib.c
int Lua_optoption(lua_State *L, int narg,
const char *def, const char *const lst[]);
void LUAh_NetArchiveHook(lua_CFunction archFunc);
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// Console wrapper
void COM_Lua_f(void);
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#define LUA_ErrInvalid(L, type) luaL_error(L, "accessed " type " doesn't exist anymore, please check 'valid' before using " type ".");
// Deprecation warnings
// Shows once upon use. Then doesn't show again.
#define LUA_Deprecated(L,this_func,use_instead)\
{\
static UINT8 seen = 0;\
if (!seen) {\
seen = 1;\
CONS_Alert(CONS_WARNING,"\"%s\" is deprecated and will be removed.\nUse \"%s\" instead.\n", this_func, use_instead);\
}\
}
// Warnings about incorrect function usage.
// Shows once, then never again, like deprecation
#define LUA_UsageWarning(L, warningmsg)\
{\
static UINT8 seen = 0;\
if (!seen) {\
seen = 1;\
CONS_Alert(CONS_WARNING,"%s\n", warningmsg);\
}\
}
// uncomment if you want seg_t/node_t in Lua
// #define HAVE_LUA_SEGS
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#define ISINLEVEL \
(gamestate == GS_LEVEL || titlemapinaction)
#define INLEVEL if (! ISINLEVEL)\
return luaL_error(L, "This can only be used in a level!");