// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2014-2016 by John "JTE" Muniz. // Copyright (C) 2014-2023 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_hudlib.c /// \brief custom HUD rendering library for Lua scripting #include "doomdef.h" #include "fastcmp.h" #include "r_defs.h" #include "r_local.h" #include "r_translation.h" #include "st_stuff.h" // hudinfo[] #include "g_game.h" #include "i_video.h" // rendermode #include "p_local.h" // camera_t #include "screen.h" // screen width/height #include "m_random.h" // m_random #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "y_inter.h" #include "lua_script.h" #include "lua_libs.h" #include "lua_hud.h" #include "lua_hook.h" #define HUDONLY if (!hud_running) return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!"); boolean hud_running = false; static UINT8 hud_enabled[(hud_MAX/8)+1]; // must match enum hud in lua_hud.h static const char *const hud_disable_options[] = { "stagetitle", "textspectator", "crosshair", "powerups", "score", "time", "rings", "lives", "input", "weaponrings", "powerstones", "teamscores", "nightslink", "nightsdrill", "nightsrings", "nightsscore", "nightstime", "nightsrecords", "rankings", "coopemeralds", "tokens", "tabemblems", "intermissiontally", "intermissiontitletext", "intermissionmessages", "intermissionemeralds", NULL}; // you know, let's actually make sure that the table is synced. // because fuck knows how many times this has happened at this point. :v I_StaticAssert(sizeof(hud_disable_options) / sizeof(*hud_disable_options) == hud_MAX+1); enum hudinfo { hudinfo_x = 0, hudinfo_y, hudinfo_f }; static const char *const hudinfo_opt[] = { "x", "y", "f", NULL}; enum patch { patch_valid = 0, patch_width, patch_height, patch_leftoffset, patch_topoffset }; static const char *const patch_opt[] = { "valid", "width", "height", "leftoffset", "topoffset", NULL}; static int patch_fields_ref = LUA_NOREF; // alignment types for v.drawString enum align { align_left = 0, align_center, align_right, align_fixed, align_fixedcenter, align_fixedright, align_small, align_smallfixed, align_smallfixedcenter, align_smallfixedright, align_smallcenter, align_smallright, align_smallthin, align_smallthincenter, align_smallthinright, align_smallthinfixed, align_smallthinfixedcenter, align_smallthinfixedright, align_thin, align_thinfixed, align_thinfixedcenter, align_thinfixedright, align_thincenter, align_thinright }; static const char *const align_opt[] = { "left", "center", "right", "fixed", "fixed-center", "fixed-right", "small", "small-fixed", "small-fixed-center", "small-fixed-right", "small-center", "small-right", "small-thin", "small-thin-center", "small-thin-right", "small-thin-fixed", "small-thin-fixed-center", "small-thin-fixed-right", "thin", "thin-fixed", "thin-fixed-center", "thin-fixed-right", "thin-center", "thin-right", NULL}; // width types for v.stringWidth enum widtht { widtht_normal = 0, widtht_small, widtht_thin }; static const char *const widtht_opt[] = { "normal", "small", "thin", NULL}; enum cameraf { camera_chase = 0, camera_aiming, camera_x, camera_y, camera_z, camera_reset, camera_angle, camera_subsector, camera_floorz, camera_ceilingz, camera_radius, camera_height, camera_momx, camera_momy, camera_momz }; static const char *const camera_opt[] = { "chase", "aiming", "x", "y", "z", "reset", "angle", "subsector", "floorz", "ceilingz", "radius", "height", "momx", "momy", "momz", NULL}; static int camera_fields_ref = LUA_NOREF; static int lib_getHudInfo(lua_State *L) { UINT32 i; lua_remove(L, 1); i = luaL_checkinteger(L, 1); if (i >= NUMHUDITEMS) return luaL_error(L, "hudinfo[] index %d out of range (0 - %d)", i, NUMHUDITEMS-1); LUA_PushUserdata(L, &hudinfo[i], META_HUDINFO); return 1; } static int lib_hudinfolen(lua_State *L) { lua_pushinteger(L, NUMHUDITEMS); return 1; } static int hudinfo_get(lua_State *L) { hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO)); enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt); I_Assert(info != NULL); // huditems are always valid switch(field) { case hudinfo_x: lua_pushinteger(L, info->x); break; case hudinfo_y: lua_pushinteger(L, info->y); break; case hudinfo_f: lua_pushinteger(L, info->f); break; } return 1; } static int hudinfo_set(lua_State *L) { hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO)); enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt); I_Assert(info != NULL); switch(field) { case hudinfo_x: info->x = (INT32)luaL_checkinteger(L, 3); break; case hudinfo_y: info->y = (INT32)luaL_checkinteger(L, 3); break; case hudinfo_f: info->f = (INT32)luaL_checkinteger(L, 3); break; } return 0; } static int hudinfo_num(lua_State *L) { hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO)); lua_pushinteger(L, info-hudinfo); return 1; } static int colormap_get(lua_State *L) { const UINT8 *colormap = *((UINT8 **)luaL_checkudata(L, 1, META_COLORMAP)); UINT32 i = luaL_checkinteger(L, 2); if (i >= 256) return luaL_error(L, "colormap index %d out of range (0 - %d)", i, 255); lua_pushinteger(L, colormap[i]); return 1; } static int patch_get(lua_State *L) { patch_t *patch = *((patch_t **)luaL_checkudata(L, 1, META_PATCH)); enum patch field = Lua_optoption(L, 2, -1, patch_fields_ref); if (!patch) { if (field == patch_valid) { lua_pushboolean(L, 0); return 1; } return LUA_ErrInvalid(L, "patch_t"); } switch (field) { case patch_valid: lua_pushboolean(L, patch != NULL); break; case patch_width: lua_pushinteger(L, patch->width); break; case patch_height: lua_pushinteger(L, patch->height); break; case patch_leftoffset: lua_pushinteger(L, patch->leftoffset); break; case patch_topoffset: lua_pushinteger(L, patch->topoffset); break; } return 1; } static int patch_set(lua_State *L) { return luaL_error(L, LUA_QL("patch_t") " struct cannot be edited by Lua."); } static int camera_get(lua_State *L) { camera_t *cam = *((camera_t **)luaL_checkudata(L, 1, META_CAMERA)); enum cameraf field = Lua_optoption(L, 2, -1, camera_fields_ref); // cameras should always be valid unless I'm a nutter I_Assert(cam != NULL); switch (field) { case camera_chase: lua_pushboolean(L, cam->chase); break; case camera_aiming: lua_pushinteger(L, cam->aiming); break; case camera_x: lua_pushinteger(L, cam->x); break; case camera_y: lua_pushinteger(L, cam->y); break; case camera_z: lua_pushinteger(L, cam->z); break; case camera_reset: lua_pushboolean(L, cam->reset); break; case camera_angle: lua_pushinteger(L, cam->angle); break; case camera_subsector: LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR); break; case camera_floorz: lua_pushinteger(L, cam->floorz); break; case camera_ceilingz: lua_pushinteger(L, cam->ceilingz); break; case camera_radius: lua_pushinteger(L, cam->radius); break; case camera_height: lua_pushinteger(L, cam->height); break; case camera_momx: lua_pushinteger(L, cam->momx); break; case camera_momy: lua_pushinteger(L, cam->momy); break; case camera_momz: lua_pushinteger(L, cam->momz); break; } return 1; } static int camera_set(lua_State *L) { camera_t *cam = *((camera_t **)luaL_checkudata(L, 1, META_CAMERA)); enum cameraf field = Lua_optoption(L, 2, -1, camera_fields_ref); I_Assert(cam != NULL); switch(field) { case camera_subsector: case camera_floorz: case camera_ceilingz: case camera_x: case camera_y: return luaL_error(L, LUA_QL("camera_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_TryCameraMove") " or " LUA_QL("P_TeleportCameraMove") " instead.", camera_opt[field]); case camera_reset: cam->reset = luaL_checkboolean(L, 3); break; case camera_chase: { INT32 chase = luaL_checkboolean(L, 3); if (cam == &camera) CV_SetValue(&cv_chasecam, chase); else if (cam == &camera2) CV_SetValue(&cv_chasecam2, chase); else // ??? this should never happen, but ok cam->chase = chase; break; } case camera_aiming: cam->aiming = luaL_checkangle(L, 3); break; case camera_z: cam->z = luaL_checkfixed(L, 3); P_CheckCameraPosition(cam->x, cam->y, cam); cam->floorz = tmfloorz; cam->ceilingz = tmceilingz; break; case camera_angle: cam->angle = luaL_checkangle(L, 3); break; case camera_radius: cam->radius = luaL_checkfixed(L, 3); if (cam->radius < 0) cam->radius = 0; P_CheckCameraPosition(cam->x, cam->y, cam); cam->floorz = tmfloorz; cam->ceilingz = tmceilingz; break; case camera_height: cam->height = luaL_checkfixed(L, 3); if (cam->height < 0) cam->height = 0; P_CheckCameraPosition(cam->x, cam->y, cam); cam->floorz = tmfloorz; cam->ceilingz = tmceilingz; break; case camera_momx: cam->momx = luaL_checkfixed(L, 3); break; case camera_momy: cam->momy = luaL_checkfixed(L, 3); break; case camera_momz: cam->momz = luaL_checkfixed(L, 3); break; default: return luaL_error(L, LUA_QL("camera_t") " has no field named " LUA_QS ".", lua_tostring(L, 2)); } return 0; } // // lib_draw // static int libd_patchExists(lua_State *L) { HUDONLY lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1))); return 1; } static int libd_cachePatch(lua_State *L) { HUDONLY LUA_PushUserdata(L, W_CachePatchLongName(luaL_checkstring(L, 1), PU_PATCH), META_PATCH); return 1; } // v.getSpritePatch(sprite, [frame, [angle, [rollangle]]]) static int libd_getSpritePatch(lua_State *L) { UINT32 i; // sprite prefix UINT32 frame = 0; // 'A' UINT8 angle = 0; spritedef_t *sprdef; spriteframe_t *sprframe; HUDONLY if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK { i = lua_tonumber(L, 1); if (i >= NUMSPRITES) return 0; } else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "THOK" { const char *name = lua_tostring(L, 1); for (i = 0; i < NUMSPRITES; i++) if (fastcmp(name, sprnames[i])) break; if (i >= NUMSPRITES) return 0; } else return 0; if (i == SPR_PLAY) // Use getSprite2Patch instead! return 0; sprdef = &sprites[i]; // set frame number frame = luaL_optinteger(L, 2, 0); frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case if (frame >= sprdef->numframes) return 0; // set angle number sprframe = &sprdef->spriteframes[frame]; angle = luaL_optinteger(L, 3, 1); // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) // keep 0 the same since we'll make it default to angle 1 (which is internally 0) // in case somebody didn't know that angle 0 really just maps all 8/16 angles to the same patch if (angle != 0) angle--; if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range? return 0; #ifdef ROTSPRITE if (lua_isnumber(L, 4)) { // rotsprite????? angle_t rollangle = luaL_checkangle(L, 4); INT32 rot = R_GetRollAngle(rollangle); if (rot) { patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<lumppat[angle], PU_SPRITE), META_PATCH); lua_pushboolean(L, (sprframe->flip & (1<= MAXSKINS) return luaL_error(L, "skin number %d out of range (0 - %d)", i, MAXSKINS-1); if (i >= numskins) return 0; } else // find skin by name { const char *name = luaL_checkstring(L, 1); for (i = 0; i < numskins; i++) if (fastcmp(skins[i]->name, name)) break; if (i >= numskins) return 0; } lua_remove(L, 1); // remove skin now if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR2_STND { j = lua_tonumber(L, 1); if (j & SPR2F_SUPER) // e.g. SPR2_STND|SPR2F_SUPER { super = true; j &= ~SPR2F_SUPER; // remove flag so the next check doesn't fail } if (j >= free_spr2) return 0; } else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "STND" { const char *name = lua_tostring(L, 1); for (j = 0; j < free_spr2; j++) if (fastcmp(name, spr2names[j])) break; // if you want super flags you'll have to use the optional boolean following this if (j >= free_spr2) return 0; } else return 0; if (lua_isboolean(L, 2)) // optional boolean for superness { super = lua_toboolean(L, 2); // note: this can override SPR2F_SUPER from sprite number lua_remove(L, 2); // remove } // if it's not boolean then just assume it's the frame number if (super) j |= SPR2F_SUPER; sprdef = P_GetSkinSpritedef(skins[i], j); // set frame number frame = luaL_optinteger(L, 2, 0); frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case if (frame >= sprdef->numframes) return 0; // set angle number sprframe = &sprdef->spriteframes[frame]; angle = luaL_optinteger(L, 3, 1); // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) // keep 0 the same since we'll make it default to angle 1 (which is internally 0) // in case somebody didn't know that angle 0 really just maps all 8/16 angles to the same patch if (angle != 0) angle--; if (angle >= ((sprframe->rotate & SRF_3DGE) ? 16 : 8)) // out of range? return 0; #ifdef ROTSPRITE if (lua_isnumber(L, 4)) { // rotsprite????? angle_t rollangle = luaL_checkangle(L, 4); INT32 rot = R_GetRollAngle(rollangle); if (rot) { patch_t *rotsprite = Patch_GetRotatedSprite(sprframe, frame, angle, sprframe->flip & (1<lumppat[angle], PU_SPRITE), META_PATCH); lua_pushboolean(L, (sprframe->flip & (1<= MAXSKINS) return luaL_error(L, "skin number %d is out of range (>%d)", skinnum, MAXSKINS-1); else if (skinnum < 0 && skinnum > TC_DEFAULT) return luaL_error(L, "translation colormap index is out of range"); } else // skin name { const char *skinname = luaL_checkstring(L, 1); INT32 i = R_SkinAvailable(skinname); if (i != -1) // if -1, just default to TC_DEFAULT as above skinnum = i; } if (!lua_isnoneornil(L, 3)) { const char *translation_name = luaL_checkstring(L, 3); translation_id = R_FindCustomTranslation(translation_name); if (translation_id == -1) return luaL_error(L, "invalid translation '%s'.", translation_name); } // all was successful above, now we generate the colormap at last! if (translation_id != -1) colormap = R_GetTranslationRemap(translation_id, color, skinnum); if (colormap == NULL) colormap = R_GetTranslationColormap(skinnum, color, GTC_CACHE); LUA_PushUserdata(L, colormap, META_COLORMAP); // push as META_COLORMAP userdata, specifically for patches to use! return 1; } static int libd_getStringColormap(lua_State *L) { INT32 flags = luaL_checkinteger(L, 1); UINT8* colormap = NULL; HUDONLY colormap = V_GetStringColormap(flags & V_CHARCOLORMASK); if (colormap) { LUA_PushUserdata(L, colormap, META_COLORMAP); // push as META_COLORMAP userdata, specifically for patches to use! return 1; } return 0; } static int libd_getSectorColormap(lua_State *L) { boolean has_sector = false; sector_t *sector = NULL; if (!lua_isnoneornil(L, 1)) { has_sector = true; sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); } fixed_t x = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); fixed_t z = luaL_checkfixed(L, 4); int lightlevel = luaL_optinteger(L, 5, 255); UINT8 *colormap = NULL; extracolormap_t *exc = NULL; INLEVEL HUDONLY if (has_sector && !sector) return LUA_ErrInvalid(L, "sector_t"); if (sector) exc = P_GetColormapFromSectorAt(sector, x, y, z); else exc = P_GetSectorColormapAt(x, y, z); if (exc) colormap = exc->colormap; else colormap = colormaps; lightlevel = 255 - min(max(lightlevel, 0), 255); lightlevel >>= 3; LUA_PushUserdata(L, colormap + (lightlevel * 256), META_COLORMAP); return 1; } static int libd_fadeScreen(lua_State *L) { huddrawlist_h list; UINT16 color = luaL_checkinteger(L, 1); UINT8 strength = luaL_checkinteger(L, 2); const UINT8 maxstrength = ((color & 0xFF00) ? 32 : 10); HUDONLY if (!strength) return 0; if (strength > maxstrength) return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength); lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); list = (huddrawlist_h) lua_touserdata(L, -1); lua_pop(L, 1); if (strength == maxstrength) // Allow as a shortcut for drawfill... { if (LUA_HUD_IsDrawListValid(list)) LUA_HUD_AddDrawFill(list, 0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color)); else V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color)); return 0; } if (LUA_HUD_IsDrawListValid(list)) LUA_HUD_AddFadeScreen(list, color, strength); else V_DrawFadeScreen(color, strength); return 0; } static int libd_width(lua_State *L) { HUDONLY lua_pushinteger(L, vid.width); // push screen width return 1; } static int libd_height(lua_State *L) { HUDONLY lua_pushinteger(L, vid.height); // push screen height return 1; } static int libd_dup(lua_State *L) { HUDONLY lua_pushinteger(L, vid.dup); // push integral scale (patch scale) lua_pushfixed(L, vid.fdup); // push fixed point scale (position scale) return 2; } static int libd_renderer(lua_State *L) { HUDONLY switch (rendermode) { case render_opengl: lua_pushliteral(L, "opengl"); break; // OpenGL renderer case render_soft: lua_pushliteral(L, "software"); break; // Software renderer default: lua_pushliteral(L, "none"); break; // render_none (for dedicated), in case there's any reason this should be run } return 1; } // M_RANDOM ////////////// static int libd_RandomFixed(lua_State *L) { HUDONLY lua_pushfixed(L, M_RandomFixed()); return 1; } static int libd_RandomByte(lua_State *L) { HUDONLY lua_pushinteger(L, M_RandomByte()); return 1; } static int libd_RandomKey(lua_State *L) { INT32 a = (INT32)luaL_checkinteger(L, 1); HUDONLY lua_pushinteger(L, M_RandomKey(a)); return 1; } static int libd_RandomRange(lua_State *L) { INT32 a = (INT32)luaL_checkinteger(L, 1); INT32 b = (INT32)luaL_checkinteger(L, 2); HUDONLY lua_pushinteger(L, M_RandomRange(a, b)); return 1; } // Macros. static int libd_SignedRandom(lua_State *L) { HUDONLY lua_pushinteger(L, M_SignedRandom()); return 1; } static int libd_RandomChance(lua_State *L) { fixed_t p = luaL_checkfixed(L, 1); HUDONLY lua_pushboolean(L, M_RandomChance(p)); return 1; } // 30/10/18 Lat': Get st_translucency's value for HUD rendering as a normal V_xxTRANS int // Could as well be thrown in global vars for ease of access but I guess it makes sense for it to be a HUD fn static int libd_getlocaltransflag(lua_State *L) { HUDONLY lua_pushinteger(L, (10-st_translucency)*V_10TRANS); return 1; } // Get cv_translucenthud's value for HUD rendering as a normal V_xxTRANS int static int libd_getusertransflag(lua_State *L) { HUDONLY lua_pushinteger(L, (10-cv_translucenthud.value)*V_10TRANS); // A bit weird that it's called "translucenthud" yet 10 is fully opaque :V return 1; } static luaL_Reg lib_draw[] = { // cache {"patchExists", libd_patchExists}, {"cachePatch", libd_cachePatch}, {"getSpritePatch", libd_getSpritePatch}, {"getSprite2Patch", libd_getSprite2Patch}, {"getColormap", libd_getColormap}, {"getStringColormap", libd_getStringColormap}, {"getSectorColormap", libd_getSectorColormap}, // drawing {"draw", libd_draw}, {"drawScaled", libd_drawScaled}, {"drawStretched", libd_drawStretched}, {"drawCropped", libd_drawCropped}, {"drawNum", libd_drawNum}, {"drawPaddedNum", libd_drawPaddedNum}, {"drawFill", libd_drawFill}, {"drawString", libd_drawString}, {"drawNameTag", libd_drawNameTag}, {"drawScaledNameTag", libd_drawScaledNameTag}, {"drawLevelTitle", libd_drawLevelTitle}, {"fadeScreen", libd_fadeScreen}, // misc {"stringWidth", libd_stringWidth}, {"nameTagWidth", libd_nameTagWidth}, {"levelTitleWidth", libd_levelTitleWidth}, {"levelTitleHeight", libd_levelTitleHeight}, // m_random {"RandomFixed",libd_RandomFixed}, {"RandomByte",libd_RandomByte}, {"RandomKey",libd_RandomKey}, {"RandomRange",libd_RandomRange}, {"SignedRandom",libd_SignedRandom}, // MACRO {"RandomChance",libd_RandomChance}, // MACRO // properties {"width", libd_width}, {"height", libd_height}, {"dupx", libd_dup}, {"dupy", libd_dup}, {"renderer", libd_renderer}, {"localTransFlag", libd_getlocaltransflag}, {"userTransFlag", libd_getusertransflag}, {NULL, NULL} }; static int lib_draw_ref; // // lib_hud // // enable vanilla HUD element static int lib_hudenable(lua_State *L) { enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options); hud_enabled[option/8] |= 1<<(option%8); return 0; } // disable vanilla HUD element static int lib_huddisable(lua_State *L) { enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options); hud_enabled[option/8] &= ~(1<<(option%8)); return 0; } // 30/10/18: Lat': How come this wasn't here before? static int lib_hudenabled(lua_State *L) { enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options); if (hud_enabled[option/8] & (1<<(option%8))) lua_pushboolean(L, true); else lua_pushboolean(L, false); return 1; } // add a HUD element for rendering extern int lib_hudadd(lua_State *L); static luaL_Reg lib_hud[] = { {"enable", lib_hudenable}, {"disable", lib_huddisable}, {"enabled", lib_hudenabled}, {"add", lib_hudadd}, {NULL, NULL} }; // // // int LUA_HudLib(lua_State *L) { memset(hud_enabled, 0xff, (hud_MAX/8)+1); lua_newtable(L); luaL_register(L, NULL, lib_draw); lib_draw_ref = luaL_ref(L, LUA_REGISTRYINDEX); LUA_RegisterUserdataMetatable(L, META_HUDINFO, hudinfo_get, hudinfo_set, hudinfo_num); LUA_RegisterUserdataMetatable(L, META_COLORMAP, colormap_get, NULL, NULL); LUA_RegisterUserdataMetatable(L, META_PATCH, patch_get, patch_set, NULL); LUA_RegisterUserdataMetatable(L, META_CAMERA, camera_get, camera_set, NULL); patch_fields_ref = Lua_CreateFieldTable(L, patch_opt); camera_fields_ref = Lua_CreateFieldTable(L, camera_opt); LUA_RegisterGlobalUserdata(L, "hudinfo", lib_getHudInfo, NULL, lib_hudinfolen); luaL_register(L, "hud", lib_hud); return 0; } boolean LUA_HudEnabled(enum hud option) { if (!gL || hud_enabled[option/8] & (1<<(option%8))) return true; return false; } void LUA_SetHudHook(int hook, huddrawlist_h list) { lua_getref(gL, lib_draw_ref); lua_pushlightuserdata(gL, list); lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); switch (hook) { case HUD_HOOK(game): { camera_t *cam = (splitscreen && stplyr == &players[secondarydisplayplayer]) ? &camera2 : &camera; LUA_PushUserdata(gL, stplyr, META_PLAYER); LUA_PushUserdata(gL, cam, META_CAMERA); } break; case HUD_HOOK(titlecard): LUA_PushUserdata(gL, stplyr, META_PLAYER); lua_pushinteger(gL, lt_ticker); lua_pushinteger(gL, (lt_endtime + TICRATE)); break; case HUD_HOOK(intermission): lua_pushboolean(gL, stagefailed); } }