// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2012-2016 by John "JTE" Muniz. // Copyright (C) 2012-2019 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 "fastcmp.h" #include "p_local.h" #include "p_setup.h" // So we can have P_SetupLevelSky #ifdef ESLOPE #include "p_slopes.h" // P_GetZAt #endif #include "z_zone.h" #include "r_main.h" #include "r_draw.h" #include "r_things.h" #include "m_random.h" #include "s_sound.h" #include "g_game.h" #include "m_menu.h" #include "y_inter.h" #include "hu_stuff.h" // HU_AddChatText #include "console.h" #include "d_netcmd.h" // IsPlayerAdmin #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; } // Print stuff in the chat, or in the console if we can't. static int lib_chatprint(lua_State *L) { const char *str = luaL_checkstring(L, 1); // retrieve string boolean sound = lua_optboolean(L, 2); // retrieve sound boolean int len = strlen(str); if (str == NULL) // error if we don't have a string! return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprint")); if (len > 255) // string is too long!!! return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); HU_AddChatText(str, sound); return 0; } // Same as above, but do it for only one player. static int lib_chatprintf(lua_State *L) { int n = lua_gettop(L); /* number of arguments */ const char *str = luaL_checkstring(L, 2); // retrieve string boolean sound = lua_optboolean(L, 3); // sound? int len = strlen(str); player_t *plr; if (n < 2) return luaL_error(L, "chatprintf requires at least two arguments: player and text."); plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); // retrieve player if (!plr) return LUA_ErrInvalid(L, "player_t"); if (plr != &players[consoleplayer]) return 0; if (str == NULL) // error if we don't have a string! return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprintf")); if (len > 255) // string is too long!!! return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); HU_AddChatText(str, sound); return 0; } static const struct { const char *meta; const char *utype; } meta2utype[] = { {META_STATE, "state_t"}, {META_MOBJINFO, "mobjinfo_t"}, {META_SFXINFO, "sfxinfo_t"}, {META_SPRITEINFO, "spriteinfo_t"}, {META_PIVOTLIST, "spriteframepivot_t[]"}, {META_FRAMEPIVOT, "spriteframepivot_t"}, {META_MOBJ, "mobj_t"}, {META_MAPTHING, "mapthing_t"}, {META_PLAYER, "player_t"}, {META_TICCMD, "ticcmd_t"}, {META_SKIN, "skin_t"}, {META_POWERS, "player_t.powers"}, {META_SOUNDSID, "skin_t.soundsid"}, {META_VERTEX, "vertex_t"}, {META_LINE, "line_t"}, {META_SIDE, "side_t"}, {META_SUBSECTOR, "subsector_t"}, {META_SECTOR, "sector_t"}, {META_FFLOOR, "ffloor_t"}, #ifdef HAVE_LUA_SEGS {META_SEG, "seg_t"}, {META_NODE, "node_t"}, #endif {META_MAPHEADER, "mapheader_t"}, {META_CVAR, "consvar_t"}, {META_SECTORLINES, "sector_t.lines"}, {META_SIDENUM, "line_t.sidenum"}, #ifdef HAVE_LUA_SEGS {META_NODEBBOX, "node_t.bbox"}, {META_NODECHILDREN, "node_t.children"}, #endif {META_BBOX, "bbox"}, {META_HUDINFO, "hudinfo_t"}, {META_PATCH, "patch_t"}, {META_COLORMAP, "colormap"}, {META_CAMERA, "camera_t"}, {META_ACTION, "action"}, {META_LUABANKS, "luabanks[]"}, {NULL, NULL} }; // goes through the above list and returns the utype string for the userdata type // returns "unknown" instead if we couldn't find the right userdata type static const char *GetUserdataUType(lua_State *L) { UINT8 i; lua_getmetatable(L, -1); for (i = 0; meta2utype[i].meta; i++) { luaL_getmetatable(L, meta2utype[i].meta); if (lua_rawequal(L, -1, -2)) { lua_pop(L, 2); return meta2utype[i].utype; } lua_pop(L, 1); } lua_pop(L, 1); return "unknown"; } // Return a string representing the type of userdata the given var is // e.g. players[0] -> "player_t" // or players[0].powers -> "player_t.powers" static int lib_userdataType(lua_State *L) { lua_settop(L, 1); // pop everything except arg 1 (in case somebody decided to add more) luaL_checktype(L, 1, LUA_TUSERDATA); lua_pushstring(L, GetUserdataUType(L)); return 1; } static int lib_isPlayerAdmin(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, IsPlayerAdmin(player-players)); return 1; } static int lib_reserveLuabanks(lua_State *L) { static boolean reserved = false; if (!lua_lumploading) return luaL_error(L, "luabanks[] cannot be reserved from within a hook or coroutine!"); if (reserved) return luaL_error(L, "luabanks[] has already been reserved! Only one savedata-enabled mod at a time may use this feature."); reserved = true; LUA_PushUserdata(L, &luabanks, META_LUABANKS); return 1; } // M_RANDOM ////////////// static int lib_pRandomFixed(lua_State *L) { NOHUD lua_pushfixed(L, P_RandomFixed()); return 1; } static int lib_pRandomByte(lua_State *L) { NOHUD lua_pushinteger(L, P_RandomByte()); return 1; } static int lib_pRandomKey(lua_State *L) { INT32 a = (INT32)luaL_checkinteger(L, 1); NOHUD if (a > 65536) LUA_UsageWarning(L, "P_RandomKey: range > 65536 is undefined behavior"); 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; } if ((b-a+1) > 65536) LUA_UsageWarning(L, "P_RandomRange: range > 65536 is undefined behavior"); lua_pushinteger(L, P_RandomRange(a, b)); return 1; } // Macros. static int lib_pSignedRandom(lua_State *L) { NOHUD lua_pushinteger(L, P_SignedRandom()); return 1; } static int lib_pRandomChance(lua_State *L) { fixed_t p = luaL_checkfixed(L, 1); NOHUD lua_pushboolean(L, P_RandomChance(p)); return 1; } // P_MAPUTIL /////////////// static int lib_pAproxDistance(lua_State *L) { fixed_t dx = luaL_checkfixed(L, 1); fixed_t dy = luaL_checkfixed(L, 2); //HUDSAFE lua_pushfixed(L, P_AproxDistance(dx, dy)); return 1; } static int lib_pClosestPointOnLine(lua_State *L) { int n = lua_gettop(L); fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); vertex_t result; //HUDSAFE if (lua_isuserdata(L, 3)) // use a real linedef to get our points { line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE)); if (!line) return LUA_ErrInvalid(L, "line_t"); P_ClosestPointOnLine(x, y, line, &result); } else // use custom coordinates of our own! { vertex_t v1, v2; // fake vertexes line_t junk; // fake linedef if (n < 6) return luaL_error(L, "arguments 3 to 6 not all given (expected 4 fixed-point integers)"); v1.x = luaL_checkfixed(L, 3); v1.y = luaL_checkfixed(L, 4); v2.x = luaL_checkfixed(L, 5); v2.y = luaL_checkfixed(L, 6); junk.v1 = &v1; junk.v2 = &v2; junk.dx = v2.x - v1.x; junk.dy = v2.y - v1.y; P_ClosestPointOnLine(x, y, &junk, &result); } lua_pushfixed(L, result.x); lua_pushfixed(L, result.y); return 2; } static int lib_pPointOnLineSide(lua_State *L) { int n = lua_gettop(L); fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); //HUDSAFE if (lua_isuserdata(L, 3)) // use a real linedef to get our points { line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE)); if (!line) return LUA_ErrInvalid(L, "line_t"); lua_pushinteger(L, P_PointOnLineSide(x, y, line)); } else // use custom coordinates of our own! { vertex_t v1, v2; // fake vertexes line_t junk; // fake linedef if (n < 6) return luaL_error(L, "arguments 3 to 6 not all given (expected 4 fixed-point integers)"); v1.x = luaL_checkfixed(L, 3); v1.y = luaL_checkfixed(L, 4); v2.x = luaL_checkfixed(L, 5); v2.y = luaL_checkfixed(L, 6); junk.v1 = &v1; junk.v2 = &v2; junk.dx = v2.x - v1.x; junk.dy = v2.y - v1.y; lua_pushinteger(L, P_PointOnLineSide(x, y, &junk)); } return 1; } // P_ENEMY ///////////// static int lib_pCheckMeleeRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD INLEVEL 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 INLEVEL 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 INLEVEL 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 INLEVEL 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 INLEVEL 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 INLEVEL 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)); fixed_t dist = (fixed_t)luaL_optinteger(L, 2, 0); boolean allaround = lua_optboolean(L, 3); boolean tracer = lua_optboolean(L, 4); NOHUD INLEVEL 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 = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); fixed_t z = luaL_checkfixed(L, 3); mobjtype_t type = luaL_checkinteger(L, 4); NOHUD INLEVEL if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ); return 1; } static int lib_pSpawnMobjFromMobj(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t x = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); fixed_t z = luaL_checkfixed(L, 4); mobjtype_t type = luaL_checkinteger(L, 5); NOHUD INLEVEL if (!actor) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); LUA_PushUserdata(L, P_SpawnMobjFromMobj(actor, 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 INLEVEL 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; } // P_IsValidSprite2 technically doesn't exist, and probably never should... but too much would need to be exposed to allow this to be checked by other methods. static int lib_pIsValidSprite2(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2); //HUDSAFE INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes))); return 1; } // P_SpawnLockOn doesn't exist either, but we want to expose making a local mobj without encouraging hacks. static int lib_pSpawnLockOn(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); mobj_t *lockon = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); statenum_t state = luaL_checkinteger(L, 3); NOHUD INLEVEL if (!lockon) return LUA_ErrInvalid(L, "mobj_t"); if (!player) return LUA_ErrInvalid(L, "player_t"); if (state >= NUMSTATES) return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1); if (P_IsLocalPlayer(player)) // Only display it on your own view. { mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker P_SetTarget(&visual->target, lockon); visual->flags2 |= MF2_DONTDRAW; P_SetMobjStateNF(visual, state); } 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 INLEVEL if (!source || !dest) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 = luaL_checkfixed(L, 4); fixed_t y = luaL_checkfixed(L, 5); fixed_t z = luaL_checkfixed(L, 6); NOHUD INLEVEL if (!source || !dest) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 = luaL_checkfixed(L, 2); fixed_t ya = luaL_checkfixed(L, 3); fixed_t za = luaL_checkfixed(L, 4); mobjtype_t type = luaL_checkinteger(L, 5); fixed_t x = luaL_checkfixed(L, 6); fixed_t y = luaL_checkfixed(L, 7); fixed_t z = luaL_checkfixed(L, 8); NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 = luaL_checkfixed(L, 3); fixed_t y = luaL_checkfixed(L, 4); fixed_t z = luaL_checkfixed(L, 5); INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5); NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 INLEVEL 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 = luaL_checkangle(L, 3); UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0); UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0); NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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); UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0); NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); lua_pushinteger(L, P_MobjFlip(mobj)); return 1; } static int lib_pGetMobjGravity(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); lua_pushfixed(L, P_GetMobjGravity(mobj)); return 1; } static int lib_pWeaponOrPanel(lua_State *L) { mobjtype_t type = luaL_checkinteger(L, 1); //HUDSAFE if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); 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 INLEVEL 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 INLEVEL 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 = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); fixed_t z = luaL_checkfixed(L, 3); fixed_t radius = luaL_checkfixed(L, 4); INT32 number = (INT32)luaL_checkinteger(L, 5); mobjtype_t type = luaL_checkinteger(L, 6); angle_t rotangle = luaL_checkangle(L, 7); statenum_t nstate = luaL_optinteger(L, 8, S_NULL); boolean spawncenter = lua_optboolean(L, 9); NOHUD INLEVEL if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); if (nstate >= NUMSTATES) return luaL_error(L, "state %d out of range (0 - %d)", nstate, NUMSTATES-1); 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 INLEVEL 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 INLEVEL 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 = luaL_checkfixed(L, 2); NOHUD INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (newscale < FRACUNIT/100) newscale = FRACUNIT/100; P_SetScale(mobj, newscale); return 0; } static int lib_pInsideANonSolidFFloor(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); //HUDSAFE INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_InsideANonSolidFFloor(mobj, rover)); return 1; } static int lib_pCheckDeathPitCollide(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckDeathPitCollide(mo)); return 1; } static int lib_pCheckSolidLava(lua_State *L) { ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); //HUDSAFE INLEVEL if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_CheckSolidLava(rover)); return 1; } static int lib_pCanRunOnWater(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); //HUDSAFE INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_CanRunOnWater(player, rover)); return 1; } static int lib_pMaceRotate(lua_State *L) { mobj_t *center = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); INT32 baserot = luaL_checkinteger(L, 2); INT32 baseprevrot = luaL_checkinteger(L, 3); NOHUD INLEVEL if (!center) return LUA_ErrInvalid(L, "mobj_t"); P_MaceRotate(center, baserot, baseprevrot); return 0; } // P_USER //////////// static int lib_pGetPlayerHeight(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushfixed(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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushfixed(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 INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_AddPlayerScore(player, amount); return 0; } static int lib_pStealPlayerScore(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); UINT32 amount = (UINT32)luaL_checkinteger(L, 2); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_StealPlayerScore(player, amount); return 0; } static int lib_pGetJumpFlags(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushinteger(L, P_GetJumpFlags(player)); return 1; } static int lib_pPlayerInPain(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_ResetPlayer(player); return 0; } static int lib_pPlayerCanDamage(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); NOHUD // was hud safe but then i added a lua hook INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (!thing) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_PlayerCanDamage(player, thing)); return 1; } static int lib_pIsObjectInGoop(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_IsObjectInGoop(mo)); return 1; } static int lib_pIsObjectOnGround(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_IsObjectOnGround(mo)); return 1; } static int lib_pInSpaceSector(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_InSpaceSector(mo)); return 1; } static int lib_pInQuicksand(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_InQuicksand(mo)); return 1; } static int lib_pSetObjectMomZ(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t value = luaL_checkfixed(L, 2); boolean relative = lua_optboolean(L, 3); NOHUD INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (P_IsLocalPlayer(player)) P_RestoreMusic(player); return 0; } static int lib_pSpawnShieldOrb(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_SpawnShieldOrb(player); return 0; } static int lib_pSpawnGhostMobj(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD INLEVEL 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 INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_GivePlayerLives(player, numlives); return 0; } static int lib_pGiveCoopLives(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); INT32 numlives = (INT32)luaL_checkinteger(L, 2); boolean sound = (boolean)lua_opttrueboolean(L, 3); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_GiveCoopLives(player, numlives, sound); return 0; } static int lib_pResetScore(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_ResetScore(player); return 0; } static int lib_pDoJumpShield(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoJumpShield(player); return 0; } static int lib_pDoBubbleBounce(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoBubbleBounce(player); return 0; } static int lib_pBlackOw(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_BlackOw(player); return 0; } static int lib_pElementalFire(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); boolean cropcircle = lua_optboolean(L, 2); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_ElementalFire(player, cropcircle); return 0; } static int lib_pDoPlayerFinish(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoPlayerFinish(player); return 0; } static int lib_pDoPlayerExit(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL 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 = luaL_checkangle(L, 2); fixed_t move = luaL_checkfixed(L, 3); NOHUD INLEVEL 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 = luaL_checkangle(L, 1); move = luaL_checkfixed(L, 2); //HUDSAFE lua_pushfixed(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 = luaL_checkangle(L, 1); move = luaL_checkfixed(L, 2); //HUDSAFE lua_pushfixed(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)); boolean nonenemies = lua_opttrueboolean(L, 2); boolean bullet = lua_optboolean(L, 3); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); LUA_PushUserdata(L, P_LookForEnemies(player, nonenemies, bullet), META_MOBJ); 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 = luaL_checkfixed(L, 3); NOHUD INLEVEL 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 INLEVEL if (!source || !enemy) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_HomingAttack(source, enemy)); return 1; } static int lib_pSuperReady(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushboolean(L, P_SuperReady(player)); return 1; } static int lib_pDoJump(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); boolean soundandstate = (boolean)lua_opttrueboolean(L, 2); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoJump(player, soundandstate); return 0; } static int lib_pSpawnThokMobj(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_SpawnThokMobj(player); return 0; } static int lib_pSpawnSpinMobj(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); mobjtype_t type = luaL_checkinteger(L, 2); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (type >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1); P_SpawnSpinMobj(player, type); return 0; } static int lib_pTelekinesis(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); fixed_t thrust = luaL_checkfixed(L, 2); fixed_t range = luaL_checkfixed(L, 3); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_Telekinesis(player, thrust, range); return 0; } static int lib_pSwitchShield(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); UINT16 shield = luaL_checkinteger(L, 2); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_SwitchShield(player, shield); 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 = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); NOHUD INLEVEL 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 = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); boolean allowdropoff = lua_optboolean(L, 4); NOHUD INLEVEL 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 = luaL_checkfixed(L, 2); NOHUD INLEVEL 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 = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); fixed_t z = luaL_checkfixed(L, 4); NOHUD INLEVEL 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 INLEVEL 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 INLEVEL 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? INLEVEL 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 = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); fixed_t z = luaL_checkfixed(L, 4); fixed_t radius = luaL_checkfixed(L, 5); NOHUD INLEVEL 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 = luaL_checkfixed(L, 3); UINT8 damagetype = luaL_optinteger(L, 4, 0); NOHUD INLEVEL if (!spot || !source) return LUA_ErrInvalid(L, "mobj_t"); P_RadiusAttack(spot, source, damagedist, damagetype); return 0; } static int lib_pFloorzAtPos(lua_State *L) { fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); fixed_t z = luaL_checkfixed(L, 3); fixed_t height = luaL_checkfixed(L, 4); //HUDSAFE INLEVEL lua_pushfixed(L, P_FloorzAtPos(x, y, z, height)); return 1; } static int lib_pDoSpring(lua_State *L) { mobj_t *spring = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *object = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); NOHUD INLEVEL if (!spring || !object) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_DoSpring(spring, object)); return 1; } // P_INTER //////////// static int lib_pRemoveShield(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL 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; UINT8 damagetype; NOHUD INLEVEL if (!target) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); damage = (INT32)luaL_optinteger(L, 4, 1); damagetype = (UINT8)luaL_optinteger(L, 5, 0); lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage, damagetype)); return 1; } static int lib_pKillMobj(lua_State *L) { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL; UINT8 damagetype; NOHUD INLEVEL if (!target) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); damagetype = (UINT8)luaL_optinteger(L, 4, 0); P_KillMobj(target, inflictor, source, damagetype); 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); if (num_rings == -1) num_rings = player->rings; 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 INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerWeaponAmmoBurst(player); return 0; } static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerWeaponPanelOrAmmoBurst(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 INLEVEL 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 INLEVEL 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)); player_t *player = NULL; NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayRinglossSound(source); return 0; } static int lib_pPlayDeathSound(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); player_t *player = NULL; NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayDeathSound(source); return 0; } static int lib_pPlayVictorySound(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); player_t *player = NULL; NOHUD INLEVEL if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayVictorySound(source); return 0; } static int lib_pPlayLivesJingle(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL 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 INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoNightsScore(player); return 0; } static int lib_pDoMatchSuper(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoMatchSuper(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 = luaL_checkangle(L, 2); fixed_t move = luaL_checkfixed(L, 3); NOHUD INLEVEL 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 INLEVEL if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (state >= NUMSTATES) return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1); 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 INLEVEL 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 INLEVEL 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 INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR); return 1; } static int lib_pFindLowestFloorSurrounding(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); lua_pushfixed(L, P_FindLowestFloorSurrounding(sector)); return 1; } static int lib_pFindHighestFloorSurrounding(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); lua_pushfixed(L, P_FindHighestFloorSurrounding(sector)); return 1; } static int lib_pFindNextHighestFloor(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); fixed_t currentheight; //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); // defaults to floorheight of sector arg currentheight = (fixed_t)luaL_optinteger(L, 2, sector->floorheight); lua_pushfixed(L, P_FindNextHighestFloor(sector, currentheight)); return 1; } static int lib_pFindNextLowestFloor(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); fixed_t currentheight; //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); // defaults to floorheight of sector arg currentheight = (fixed_t)luaL_optinteger(L, 2, sector->floorheight); lua_pushfixed(L, P_FindNextLowestFloor(sector, currentheight)); return 1; } static int lib_pFindLowestCeilingSurrounding(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); lua_pushfixed(L, P_FindLowestCeilingSurrounding(sector)); return 1; } static int lib_pFindHighestCeilingSurrounding(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); //HUDSAFE INLEVEL if (!sector) return LUA_ErrInvalid(L, "sector_t"); lua_pushfixed(L, P_FindHighestCeilingSurrounding(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 INLEVEL lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start)); return 1; } static int lib_pSwitchWeather(lua_State *L) { INT32 weathernum = (INT32)luaL_checkinteger(L, 1); player_t *user = NULL; NOHUD INLEVEL if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup weather for only the player, otherwise setup weather for all players user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!user) // global globalweather = weathernum; if (!user || P_IsLocalPlayer(user)) 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 INLEVEL 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 INLEVEL 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); boolean ticbased = lua_optboolean(L, 4); boolean force = lua_optboolean(L, 5); NOHUD INLEVEL P_FadeLight(tag, destvalue, speed, ticbased, force); return 0; } static int lib_pThingOnSpecial3DFloor(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR); return 1; } static int lib_pIsFlagAtBase(lua_State *L) { mobjtype_t flag = luaL_checkinteger(L, 1); NOHUD INLEVEL if (flag >= NUMMOBJTYPES) return luaL_error(L, "mobj type %d out of range (0 - %d)", flag, NUMMOBJTYPES-1); lua_pushboolean(L, P_IsFlagAtBase(flag)); return 1; } static int lib_pSetupLevelSky(lua_State *L) { INT32 skynum = (INT32)luaL_checkinteger(L, 1); player_t *user = NULL; NOHUD INLEVEL if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup sky for only the player, otherwise setup sky for all players user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!user) // global P_SetupLevelSky(skynum, true); else if (P_IsLocalPlayer(user)) P_SetupLevelSky(skynum, false); 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 INLEVEL 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 INLEVEL // 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; } static int lib_evCrumbleChain(lua_State *L) { sector_t *sec = NULL; ffloor_t *rover = NULL; NOHUD INLEVEL if (!lua_isnone(L, 2)) { if (!lua_isnil(L, 1)) { sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); if (!sec) return LUA_ErrInvalid(L, "sector_t"); } rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); } else rover = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR)); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); EV_CrumbleChain(sec, rover); return 0; } static int lib_evStartCrumble(lua_State *L) { sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); boolean floating = lua_optboolean(L, 3); player_t *player = NULL; fixed_t origalpha; boolean crumblereturn = lua_optboolean(L, 6); NOHUD if (!sec) return LUA_ErrInvalid(L, "sector_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); if (!lua_isnone(L, 4) && lua_isuserdata(L, 4)) { player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!lua_isnone(L,5)) origalpha = luaL_checkfixed(L, 5); else origalpha = rover->alpha; lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn) != 0); return 0; } #ifdef ESLOPE // P_SLOPES //////////// static int lib_pGetZAt(lua_State *L) { pslope_t *slope = *((pslope_t **)luaL_checkudata(L, 1, META_SLOPE)); fixed_t x = luaL_checkfixed(L, 2); fixed_t y = luaL_checkfixed(L, 3); //HUDSAFE if (!slope) return LUA_ErrInvalid(L, "pslope_t"); lua_pushfixed(L, P_GetZAt(slope, x, y)); return 1; } #endif // R_DEFS //////////// static int lib_rPointToAngle(lua_State *L) { fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); //HUDSAFE lua_pushangle(L, R_PointToAngle(x, y)); return 1; } static int lib_rPointToAngle2(lua_State *L) { fixed_t px2 = luaL_checkfixed(L, 1); fixed_t py2 = luaL_checkfixed(L, 2); fixed_t px1 = luaL_checkfixed(L, 3); fixed_t py1 = luaL_checkfixed(L, 4); //HUDSAFE lua_pushangle(L, R_PointToAngle2(px2, py2, px1, py1)); return 1; } static int lib_rPointToDist(lua_State *L) { fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); //HUDSAFE lua_pushfixed(L, R_PointToDist(x, y)); return 1; } static int lib_rPointToDist2(lua_State *L) { fixed_t px2 = luaL_checkfixed(L, 1); fixed_t py2 = luaL_checkfixed(L, 2); fixed_t px1 = luaL_checkfixed(L, 3); fixed_t py1 = luaL_checkfixed(L, 4); //HUDSAFE lua_pushfixed(L, R_PointToDist2(px2, py2, px1, py1)); return 1; } static int lib_rPointInSubsector(lua_State *L) { fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); //HUDSAFE INLEVEL LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR); return 1; } static int lib_rPointInSubsectorOrNil(lua_State *L) { fixed_t x = luaL_checkfixed(L, 1); fixed_t y = luaL_checkfixed(L, 2); subsector_t *sub = R_PointInSubsectorOrNull(x, y); //HUDSAFE INLEVEL if (sub) LUA_PushUserdata(L, sub, META_SUBSECTOR); else lua_pushnil(L); return 1; } // R_THINGS //////////// static int lib_rChar2Frame(lua_State *L) { const char *p = luaL_checkstring(L, 1); //HUDSAFE lua_pushinteger(L, R_Char2Frame(*p)); // first character only return 1; } static int lib_rFrame2Char(lua_State *L) { UINT8 ch = (UINT8)luaL_checkinteger(L, 1); char c[2] = ""; //HUDSAFE c[0] = R_Frame2Char(ch); c[1] = 0; lua_pushstring(L, c); lua_pushinteger(L, c[0]); return 2; } // R_SetPlayerSkin technically doesn't exist either, although it's basically just SetPlayerSkin and SetPlayerSkinByNum handled in one place for convenience static int lib_rSetPlayerSkin(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); INT32 i = -1, j = -1; NOHUD INLEVEL if (!player) return LUA_ErrInvalid(L, "player_t"); j = (player-players); if (lua_isnoneornil(L, 2)) return luaL_error(L, "argument #2 not given (expected number or string)"); else if (lua_type(L, 2) == LUA_TNUMBER) // skin number { i = luaL_checkinteger(L, 2); if (i < 0 || i >= numskins) return luaL_error(L, "skin %d (argument #2) out of range (0 - %d)", i, numskins-1); } else // skin name { const char *skinname = luaL_checkstring(L, 2); i = R_SkinAvailable(skinname); if (i == -1) return luaL_error(L, "skin %s (argument 2) is not loaded", skinname); } if (!R_SkinUsable(j, i)) return luaL_error(L, "skin %d (argument 2) not usable - check with R_SkinUsable(player_t, skin) first.", i); SetPlayerSkinByNum(j, i); return 0; } static int lib_rSkinUsable(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); INT32 i = -1, j = -1; if (player) j = (player-players); else if (netgame || multiplayer) return luaL_error(L, "player_t (argument #1) must be provided in multiplayer games"); if (lua_isnoneornil(L, 2)) return luaL_error(L, "argument #2 not given (expected number or string)"); else if (lua_type(L, 2) == LUA_TNUMBER) // skin number { i = luaL_checkinteger(L, 2); if (i < 0 || i >= numskins) return luaL_error(L, "skin %d (argument #2) out of range (0 - %d)", i, numskins-1); } else // skin name { const char *skinname = luaL_checkstring(L, 2); i = R_SkinAvailable(skinname); if (i == -1) return luaL_error(L, "skin %s (argument 2) is not loaded", skinname); } lua_pushboolean(L, R_SkinUsable(j, i)); return 1; } // R_DATA //////////// static int lib_rCheckTextureNumForName(lua_State *L) { const char *name = luaL_checkstring(L, 1); //HUDSAFE lua_pushinteger(L, R_CheckTextureNumForName(name)); return 1; } static int lib_rTextureNumForName(lua_State *L) { const char *name = luaL_checkstring(L, 1); //HUDSAFE lua_pushinteger(L, R_TextureNumForName(name)); return 1; } // R_DRAW //////////// static int lib_rGetColorByName(lua_State *L) { const char* colorname = luaL_checkstring(L, 1); //HUDSAFE lua_pushinteger(L, R_GetColorByName(colorname)); return 1; } // Lua exclusive function, returns the name of a color from the SKINCOLOR_ constant. // SKINCOLOR_GREEN > "Green" for example static int lib_rGetNameByColor(lua_State *L) { UINT8 colornum = (UINT8)luaL_checkinteger(L, 1); if (!colornum || colornum >= MAXSKINCOLORS) return luaL_error(L, "skincolor %d out of range (1 - %d).", colornum, MAXSKINCOLORS-1); lua_pushstring(L, Color_Names[colornum]); return 1; } static int lib_sStartSound(lua_State *L) { const void *origin = NULL; sfxenum_t sound_id = luaL_checkinteger(L, 2); player_t *player = NULL; //NOHUD // kys @whoever did this. if (sound_id >= NUMSFX) return luaL_error(L, "sfx %d out of range (0 - %d)", sound_id, NUMSFX-1); if (!lua_isnil(L, 1)) { origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); if (!origin) return LUA_ErrInvalid(L, "mobj_t"); } if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) { if (hud_running) origin = NULL; // HUD rendering startsound shouldn't have an origin, just remove it instead of having a retarded error. 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); player_t *player = NULL; NOHUD if (!lua_isnil(L, 1)) { origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); if (!origin) return LUA_ErrInvalid(L, "mobj_t"); } if (sound_id >= NUMSFX) return luaL_error(L, "sfx %d out of range (0 - %d)", sound_id, NUMSFX-1); if (!lua_isnone(L, 4) && lua_isuserdata(L, 4)) { player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) 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) { #ifdef MUSICSLOT_COMPATIBILITY const char *music_name; UINT32 music_num, position, prefadems, fadeinms; char music_compat_name[7]; boolean looping; player_t *player = NULL; UINT16 music_flags = 0; NOHUD if (lua_isnumber(L, 1)) { music_num = (UINT32)luaL_checkinteger(L, 1); music_flags = (UINT16)(music_num & 0x0000FFFF); if (music_flags && music_flags <= 1035) snprintf(music_compat_name, 7, "%sM", G_BuildMapName((INT32)music_flags)); else if (music_flags && music_flags <= 1050) strncpy(music_compat_name, compat_special_music_slots[music_flags - 1036], 7); else music_compat_name[0] = 0; // becomes empty string music_compat_name[6] = 0; music_name = (const char *)&music_compat_name; music_flags = 0; } else { music_num = 0; music_name = luaL_checkstring(L, 1); } looping = (boolean)lua_opttrueboolean(L, 2); #else const char *music_name = luaL_checkstring(L, 1); boolean looping = (boolean)lua_opttrueboolean(L, 2); player_t *player = NULL; UINT16 music_flags = 0; NOHUD #endif if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } #ifdef MUSICSLOT_COMPATIBILITY if (music_num) music_flags = (UINT16)((music_num & 0x7FFF0000) >> 16); else #endif music_flags = (UINT16)luaL_optinteger(L, 4, 0); position = (UINT32)luaL_optinteger(L, 5, 0); prefadems = (UINT32)luaL_optinteger(L, 6, 0); fadeinms = (UINT32)luaL_optinteger(L, 7, 0); if (!player || P_IsLocalPlayer(player)) S_ChangeMusicEx(music_name, music_flags, looping, position, prefadems, fadeinms); return 0; } static int lib_sSpeedMusic(lua_State *L) { fixed_t fixedspeed = luaL_checkfixed(L, 1); float speed = FIXED_TO_FLOAT(fixedspeed); player_t *player = NULL; NOHUD if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_SpeedMusic(speed); return 0; } static int lib_sStopMusic(lua_State *L) { player_t *player = NULL; NOHUD if (!lua_isnone(L, 1) && lua_isuserdata(L, 1)) { player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_StopMusic(); return 0; } static int lib_sSetInternalMusicVolume(lua_State *L) { UINT32 volume = (UINT32)luaL_checkinteger(L, 1); player_t *player = NULL; NOHUD if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) { S_SetInternalMusicVolume(volume); lua_pushboolean(L, true); } else lua_pushnil(L); return 1; } static int lib_sStopFadingMusic(lua_State *L) { player_t *player = NULL; NOHUD if (!lua_isnone(L, 1) && lua_isuserdata(L, 1)) { player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) { S_StopFadingMusic(); lua_pushboolean(L, true); } else lua_pushnil(L); return 1; } static int lib_sFadeMusic(lua_State *L) { UINT32 target_volume = (UINT32)luaL_checkinteger(L, 1); UINT32 ms; INT32 source_volume; player_t *player = NULL; NOHUD if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); ms = (UINT32)luaL_checkinteger(L, 2); source_volume = -1; } else if (!lua_isnone(L, 4) && lua_isuserdata(L, 4)) { player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); source_volume = (INT32)luaL_checkinteger(L, 2); ms = (UINT32)luaL_checkinteger(L, 3); } else if (luaL_optinteger(L, 3, INT32_MAX) == INT32_MAX) { ms = (UINT32)luaL_checkinteger(L, 2); source_volume = -1; } else { source_volume = (INT32)luaL_checkinteger(L, 2); ms = (UINT32)luaL_checkinteger(L, 3); } NOHUD if (!player || P_IsLocalPlayer(player)) lua_pushboolean(L, S_FadeMusicFromVolume(target_volume, source_volume, ms)); else lua_pushnil(L); return 1; } static int lib_sFadeOutStopMusic(lua_State *L) { UINT32 ms = (UINT32)luaL_checkinteger(L, 1); player_t *player = NULL; NOHUD if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) { lua_pushboolean(L, S_FadeOutStopMusic(ms)); } else lua_pushnil(L); return 1; } static int lib_sOriginPlaying(lua_State *L) { void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD INLEVEL 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 if (id >= NUMSFX) return luaL_error(L, "sfx %d out of range (0 - %d)", id, NUMSFX-1); 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 INLEVEL if (!origin) return LUA_ErrInvalid(L, "mobj_t"); if (id >= NUMSFX) return luaL_error(L, "sfx %d out of range (0 - %d)", id, NUMSFX-1); lua_pushboolean(L, S_SoundPlaying(origin, id)); return 1; } // This doesn't really exist, but we're providing it as a handy netgame-safe wrapper for stuff that should be locally handled. static int lib_sStartMusicCaption(lua_State *L) { player_t *player = NULL; const char *caption = luaL_checkstring(L, 1); UINT16 lifespan = (UINT16)luaL_checkinteger(L, 2); //HUDSAFE INLEVEL if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (lifespan && (!player || P_IsLocalPlayer(player))) { strlcpy(S_sfx[sfx_None].caption, caption, sizeof(S_sfx[sfx_None].caption)); S_StartCaption(sfx_None, -1, lifespan); } return 0; } // G_GAME //////////// // Copypasted from lib_cvRegisterVar :] static int lib_gAddGametype(lua_State *L) { const char *k; lua_Integer i; const char *gtname = NULL; const char *gtconst = NULL; const char *gtdescription = NULL; INT16 newgtidx = 0; UINT32 newgtrules = 0; UINT32 newgttol = 0; INT32 newgtpointlimit = 0; INT32 newgttimelimit = 0; UINT8 newgtleftcolor = 0; UINT8 newgtrightcolor = 0; INT16 newgtrankingstype = -1; int newgtinttype = 0; luaL_checktype(L, 1, LUA_TTABLE); lua_settop(L, 1); // Clear out all other possible arguments, leaving only the first one. if (!lua_lumploading) return luaL_error(L, "This function cannot be called from within a hook or coroutine!"); // Ran out of gametype slots if (gametypecount == NUMGAMETYPEFREESLOTS) return luaL_error(L, "Ran out of free gametype slots!"); #define FIELDERROR(f, e) luaL_error(L, "bad value for " LUA_QL(f) " in table passed to " LUA_QL("G_AddGametype") " (%s)", e); #define TYPEERROR(f, t) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t), luaL_typename(L, -1))) lua_pushnil(L); while (lua_next(L, 1)) { // stack: gametype table, key/index, value // 1 2 3 i = 0; k = NULL; if (lua_isnumber(L, 2)) i = lua_tointeger(L, 2); else if (lua_isstring(L, 2)) k = lua_tostring(L, 2); // Sorry, no gametype rules as key names. if (i == 1 || (k && fasticmp(k, "name"))) { if (!lua_isstring(L, 3)) TYPEERROR("name", LUA_TSTRING) gtname = Z_StrDup(lua_tostring(L, 3)); } else if (i == 2 || (k && fasticmp(k, "identifier"))) { if (!lua_isstring(L, 3)) TYPEERROR("identifier", LUA_TSTRING) gtconst = Z_StrDup(lua_tostring(L, 3)); } else if (i == 3 || (k && fasticmp(k, "rules"))) { if (!lua_isnumber(L, 3)) TYPEERROR("rules", LUA_TNUMBER) newgtrules = (UINT32)lua_tointeger(L, 3); } else if (i == 4 || (k && fasticmp(k, "typeoflevel"))) { if (!lua_isnumber(L, 3)) TYPEERROR("typeoflevel", LUA_TNUMBER) newgttol = (UINT32)lua_tointeger(L, 3); } else if (i == 5 || (k && fasticmp(k, "rankingtype"))) { if (!lua_isnumber(L, 3)) TYPEERROR("rankingtype", LUA_TNUMBER) newgtrankingstype = (INT16)lua_tointeger(L, 3); } else if (i == 6 || (k && fasticmp(k, "intermissiontype"))) { if (!lua_isnumber(L, 3)) TYPEERROR("intermissiontype", LUA_TNUMBER) newgtinttype = (int)lua_tointeger(L, 3); } else if (i == 7 || (k && fasticmp(k, "defaultpointlimit"))) { if (!lua_isnumber(L, 3)) TYPEERROR("defaultpointlimit", LUA_TNUMBER) newgtpointlimit = (INT32)lua_tointeger(L, 3); } else if (i == 8 || (k && fasticmp(k, "defaulttimelimit"))) { if (!lua_isnumber(L, 3)) TYPEERROR("defaulttimelimit", LUA_TNUMBER) newgttimelimit = (INT32)lua_tointeger(L, 3); } else if (i == 9 || (k && fasticmp(k, "description"))) { if (!lua_isstring(L, 3)) TYPEERROR("description", LUA_TSTRING) gtdescription = Z_StrDup(lua_tostring(L, 3)); } else if (i == 10 || (k && fasticmp(k, "headerleftcolor"))) { if (!lua_isnumber(L, 3)) TYPEERROR("headerleftcolor", LUA_TNUMBER) newgtleftcolor = (UINT8)lua_tointeger(L, 3); } else if (i == 11 || (k && fasticmp(k, "headerrightcolor"))) { if (!lua_isnumber(L, 3)) TYPEERROR("headerrightcolor", LUA_TNUMBER) newgtrightcolor = (UINT8)lua_tointeger(L, 3); // Key name specified } else if ((!i) && (k && fasticmp(k, "headercolor"))) { if (!lua_isnumber(L, 3)) TYPEERROR("headercolor", LUA_TNUMBER) newgtleftcolor = newgtrightcolor = (UINT8)lua_tointeger(L, 3); } lua_pop(L, 1); } #undef FIELDERROR #undef TYPEERROR // pop gametype table lua_pop(L, 1); // Set defaults if (gtname == NULL) gtname = Z_StrDup("Unnamed gametype"); if (gtdescription == NULL) gtdescription = Z_StrDup("???"); // Add the new gametype newgtidx = G_AddGametype(newgtrules); G_AddGametypeTOL(newgtidx, newgttol); G_SetGametypeDescription(newgtidx, NULL, newgtleftcolor, newgtrightcolor); strncpy(gametypedesc[newgtidx].notes, gtdescription, 441); // Not covered by G_AddGametype alone. if (newgtrankingstype == -1) newgtrankingstype = newgtidx; gametyperankings[newgtidx] = newgtrankingstype; intermissiontypes[newgtidx] = newgtinttype; pointlimits[newgtidx] = newgtpointlimit; timelimits[newgtidx] = newgttimelimit; // Write the new gametype name. Gametype_Names[newgtidx] = gtname; // Write the constant name. if (gtconst == NULL) gtconst = gtname; G_AddGametypeConstant(newgtidx, gtconst); // Update gametype_cons_t accordingly. G_UpdateGametypeSelections(); // done CONS_Printf("Added gametype %s\n", Gametype_Names[newgtidx]); return 0; } static int lib_gBuildMapName(lua_State *L) { INT32 map = luaL_optinteger(L, 1, gamemap); //HUDSAFE INLEVEL lua_pushstring(L, G_BuildMapName(map)); return 1; } static int lib_gDoReborn(lua_State *L) { INT32 playernum = luaL_checkinteger(L, 1); NOHUD INLEVEL if (playernum >= MAXPLAYERS) return luaL_error(L, "playernum %d out of range (0 - %d)", playernum, MAXPLAYERS-1); G_DoReborn(playernum); return 0; } // Another Lua function that doesn't actually exist! // Sets nextmapoverride & skipstats without instantly ending the level, for instances where other sources should be exiting the level, like normal signposts. static int lib_gSetCustomExitVars(lua_State *L) { int n = lua_gettop(L); // Num arguments NOHUD INLEVEL // LUA EXTENSION: Custom exit like support // Supported: // G_SetCustomExitVars(); [reset to defaults] // G_SetCustomExitVars(int) [nextmap override only] // G_SetCustomExitVars(nil, int) [skipstats only] // G_SetCustomExitVars(int, int) [both of the above] nextmapoverride = 0; skipstats = 0; if (n >= 1) { nextmapoverride = (INT16)luaL_optinteger(L, 1, 0); skipstats = (INT16)luaL_optinteger(L, 2, 0); } return 0; } static int lib_gEnoughPlayersFinished(lua_State *L) { INLEVEL lua_pushboolean(L, G_EnoughPlayersFinished()); return 1; } static int lib_gExitLevel(lua_State *L) { int n = lua_gettop(L); // Num arguments NOHUD // Moved this bit to G_SetCustomExitVars if (n >= 1) // Don't run the reset to defaults option lib_gSetCustomExitVars(L); G_ExitLevel(); return 0; } static int lib_gIsSpecialStage(lua_State *L) { INT32 mapnum = luaL_optinteger(L, 1, gamemap); //HUDSAFE INLEVEL lua_pushboolean(L, G_IsSpecialStage(mapnum)); return 1; } static int lib_gGametypeUsesLives(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_GametypeUsesLives()); return 1; } static int lib_gGametypeUsesCoopLives(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_GametypeUsesCoopLives()); return 1; } static int lib_gGametypeUsesCoopStarposts(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_GametypeUsesCoopStarposts()); return 1; } static int lib_gGametypeHasTeams(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_GametypeHasTeams()); return 1; } static int lib_gGametypeHasSpectators(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_GametypeHasSpectators()); return 1; } static int lib_gRingSlingerGametype(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_RingSlingerGametype()); return 1; } static int lib_gPlatformGametype(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_PlatformGametype()); return 1; } static int lib_gTagGametype(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_TagGametype()); return 1; } static int lib_gCompetitionGametype(lua_State *L) { //HUDSAFE INLEVEL lua_pushboolean(L, G_CompetitionGametype()); 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}, {"chatprint", lib_chatprint}, {"chatprintf", lib_chatprintf}, {"userdataType", lib_userdataType}, {"IsPlayerAdmin", lib_isPlayerAdmin}, {"reserveLuabanks", lib_reserveLuabanks}, // m_random {"P_RandomFixed",lib_pRandomFixed}, {"P_RandomByte",lib_pRandomByte}, {"P_RandomKey",lib_pRandomKey}, {"P_RandomRange",lib_pRandomRange}, {"P_SignedRandom",lib_pSignedRandom}, // MACRO {"P_RandomChance",lib_pRandomChance}, // MACRO // p_maputil {"P_AproxDistance",lib_pAproxDistance}, {"P_ClosestPointOnLine",lib_pClosestPointOnLine}, {"P_PointOnLineSide",lib_pPointOnLineSide}, // 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_SpawnMobjFromMobj",lib_pSpawnMobjFromMobj}, {"P_RemoveMobj",lib_pRemoveMobj}, {"P_IsValidSprite2", lib_pIsValidSprite2}, {"P_SpawnLockOn", lib_pSpawnLockOn}, {"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_GetMobjGravity",lib_pGetMobjGravity}, {"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_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor}, {"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide}, {"P_CheckSolidLava",lib_pCheckSolidLava}, {"P_CanRunOnWater",lib_pCanRunOnWater}, {"P_MaceRotate",lib_pMaceRotate}, // p_user {"P_GetPlayerHeight",lib_pGetPlayerHeight}, {"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight}, {"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection}, {"P_AddPlayerScore",lib_pAddPlayerScore}, {"P_StealPlayerScore",lib_pStealPlayerScore}, {"P_GetJumpFlags",lib_pGetJumpFlags}, {"P_PlayerInPain",lib_pPlayerInPain}, {"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_ResetPlayer",lib_pResetPlayer}, {"P_PlayerCanDamage",lib_pPlayerCanDamage}, {"P_IsObjectInGoop",lib_pIsObjectInGoop}, {"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_InSpaceSector",lib_pInSpaceSector}, {"P_InQuicksand",lib_pInQuicksand}, {"P_SetObjectMomZ",lib_pSetObjectMomZ}, {"P_RestoreMusic",lib_pRestoreMusic}, {"P_SpawnShieldOrb",lib_pSpawnShieldOrb}, {"P_SpawnGhostMobj",lib_pSpawnGhostMobj}, {"P_GivePlayerRings",lib_pGivePlayerRings}, {"P_GivePlayerLives",lib_pGivePlayerLives}, {"P_GiveCoopLives",lib_pGiveCoopLives}, {"P_ResetScore",lib_pResetScore}, {"P_DoJumpShield",lib_pDoJumpShield}, {"P_DoBubbleBounce",lib_pDoBubbleBounce}, {"P_BlackOw",lib_pBlackOw}, {"P_ElementalFire",lib_pElementalFire}, {"P_DoPlayerFinish",lib_pDoPlayerFinish}, {"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_SuperReady",lib_pSuperReady}, {"P_DoJump",lib_pDoJump}, {"P_SpawnThokMobj",lib_pSpawnThokMobj}, {"P_SpawnSpinMobj",lib_pSpawnSpinMobj}, {"P_Telekinesis",lib_pTelekinesis}, {"P_SwitchShield",lib_pSwitchShield}, // 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_DoSpring",lib_pDoSpring}, // 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_PlayerWeaponPanelOrAmmoBurst", lib_pPlayerWeaponPanelOrAmmoBurst}, {"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_DoMatchSuper",lib_pDoMatchSuper}, // p_spec {"P_Thrust",lib_pThrust}, {"P_SetMobjStateNF",lib_pSetMobjStateNF}, {"P_DoSuperTransformation",lib_pDoSuperTransformation}, {"P_ExplodeMissile",lib_pExplodeMissile}, {"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial}, {"P_FindLowestFloorSurrounding",lib_pFindLowestFloorSurrounding}, {"P_FindHighestFloorSurrounding",lib_pFindHighestFloorSurrounding}, {"P_FindNextHighestFloor",lib_pFindNextHighestFloor}, {"P_FindNextLowestFloor",lib_pFindNextLowestFloor}, {"P_FindLowestCeilingSurrounding",lib_pFindLowestCeilingSurrounding}, {"P_FindHighestCeilingSurrounding",lib_pFindHighestCeilingSurrounding}, {"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_IsFlagAtBase",lib_pIsFlagAtBase}, {"P_SetupLevelSky",lib_pSetupLevelSky}, {"P_SetSkyboxMobj",lib_pSetSkyboxMobj}, {"P_StartQuake",lib_pStartQuake}, {"EV_CrumbleChain",lib_evCrumbleChain}, {"EV_StartCrumble",lib_evStartCrumble}, #ifdef ESLOPE // p_slopes {"P_GetZAt",lib_pGetZAt}, #endif // r_defs {"R_PointToAngle",lib_rPointToAngle}, {"R_PointToAngle2",lib_rPointToAngle2}, {"R_PointToDist",lib_rPointToDist}, {"R_PointToDist2",lib_rPointToDist2}, {"R_PointInSubsector",lib_rPointInSubsector}, {"R_PointInSubsectorOrNil",lib_rPointInSubsectorOrNil}, // r_things (sprite) {"R_Char2Frame",lib_rChar2Frame}, {"R_Frame2Char",lib_rFrame2Char}, {"R_SetPlayerSkin",lib_rSetPlayerSkin}, {"R_SkinUsable",lib_rSkinUsable}, // r_data {"R_CheckTextureNumForName",lib_rCheckTextureNumForName}, {"R_TextureNumForName",lib_rTextureNumForName}, // r_draw {"R_GetColorByName", lib_rGetColorByName}, {"R_GetNameByColor", lib_rGetNameByColor}, // 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_SetInternalMusicVolume", lib_sSetInternalMusicVolume}, {"S_StopFadingMusic",lib_sStopFadingMusic}, {"S_FadeMusic",lib_sFadeMusic}, {"S_FadeOutStopMusic",lib_sFadeOutStopMusic}, {"S_OriginPlaying",lib_sOriginPlaying}, {"S_IdPlaying",lib_sIdPlaying}, {"S_SoundPlaying",lib_sSoundPlaying}, {"S_StartMusicCaption", lib_sStartMusicCaption}, // g_game {"G_AddGametype", lib_gAddGametype}, {"G_BuildMapName",lib_gBuildMapName}, {"G_DoReborn",lib_gDoReborn}, {"G_SetCustomExitVars",lib_gSetCustomExitVars}, {"G_EnoughPlayersFinished",lib_gEnoughPlayersFinished}, {"G_ExitLevel",lib_gExitLevel}, {"G_IsSpecialStage",lib_gIsSpecialStage}, {"G_GametypeUsesLives",lib_gGametypeUsesLives}, {"G_GametypeUsesCoopLives",lib_gGametypeUsesCoopLives}, {"G_GametypeUsesCoopStarposts",lib_gGametypeUsesCoopStarposts}, {"G_GametypeHasTeams",lib_gGametypeHasTeams}, {"G_GametypeHasSpectators",lib_gGametypeHasSpectators}, {"G_RingSlingerGametype",lib_gRingSlingerGametype}, {"G_PlatformGametype",lib_gPlatformGametype}, {"G_TagGametype",lib_gTagGametype}, {"G_CompetitionGametype",lib_gCompetitionGametype}, {"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