// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2012-2016 by John "JTE" Muniz. // Copyright (C) 2012-2020 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_mobjlib.c /// \brief mobj/thing library for Lua scripting #include "doomdef.h" #include "fastcmp.h" #include "r_skins.h" #include "p_local.h" #include "g_game.h" #include "p_setup.h" #include "lua_script.h" #include "lua_libs.h" #include "lua_hud.h" // hud_running errors static const char *const array_opt[] ={"iterate",NULL}; enum mobj_e { mobj_valid = 0, mobj_x, mobj_y, mobj_z, mobj_snext, mobj_sprev, mobj_angle, mobj_rollangle, mobj_sprite, mobj_frame, mobj_sprite2, mobj_anim_duration, mobj_touching_sectorlist, mobj_subsector, mobj_floorz, mobj_ceilingz, mobj_floorrover, mobj_ceilingrover, mobj_radius, mobj_height, mobj_momx, mobj_momy, mobj_momz, mobj_pmomz, mobj_tics, mobj_state, mobj_flags, mobj_flags2, mobj_eflags, mobj_skin, mobj_color, mobj_bnext, mobj_bprev, mobj_hnext, mobj_hprev, mobj_type, mobj_info, mobj_health, mobj_movedir, mobj_movecount, mobj_target, mobj_reactiontime, mobj_threshold, mobj_player, mobj_lastlook, mobj_spawnpoint, mobj_tracer, mobj_friction, mobj_movefactor, mobj_fuse, mobj_watertop, mobj_waterbottom, mobj_mobjnum, mobj_scale, mobj_destscale, mobj_scalespeed, mobj_extravalue1, mobj_extravalue2, mobj_cusval, mobj_cvmem, mobj_standingslope, mobj_colorized, mobj_shadowscale }; static const char *const mobj_opt[] = { "valid", "x", "y", "z", "snext", "sprev", "angle", "rollangle", "sprite", "frame", "sprite2", "anim_duration", "touching_sectorlist", "subsector", "floorz", "ceilingz", "floorrover", "ceilingrover", "radius", "height", "momx", "momy", "momz", "pmomz", "tics", "state", "flags", "flags2", "eflags", "skin", "color", "bnext", "bprev", "hnext", "hprev", "type", "info", "health", "movedir", "movecount", "target", "reactiontime", "threshold", "player", "lastlook", "spawnpoint", "tracer", "friction", "movefactor", "fuse", "watertop", "waterbottom", "mobjnum", "scale", "destscale", "scalespeed", "extravalue1", "extravalue2", "cusval", "cvmem", "standingslope", "colorized", "shadowscale", NULL}; #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) static int mobj_get(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt); lua_settop(L, 2); INLEVEL if (!mo) { if (field == mobj_valid) { lua_pushboolean(L, 0); return 1; } return LUA_ErrInvalid(L, "mobj_t"); } switch(field) { case mobj_valid: lua_pushboolean(L, 1); break; case mobj_x: lua_pushfixed(L, mo->x); break; case mobj_y: lua_pushfixed(L, mo->y); break; case mobj_z: lua_pushfixed(L, mo->z); break; case mobj_snext: LUA_PushUserdata(L, mo->snext, META_MOBJ); break; case mobj_sprev: // sprev is actually the previous mobj's snext pointer, // or the subsector->sector->thing_list if there is no previous mobj, // i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included. return UNIMPLEMENTED; case mobj_angle: lua_pushangle(L, mo->angle); break; case mobj_rollangle: lua_pushangle(L, mo->rollangle); break; case mobj_sprite: lua_pushinteger(L, mo->sprite); break; case mobj_frame: lua_pushinteger(L, mo->frame); break; case mobj_sprite2: lua_pushinteger(L, mo->sprite2); break; case mobj_anim_duration: lua_pushinteger(L, mo->anim_duration); break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR); break; case mobj_floorz: lua_pushfixed(L, mo->floorz); break; case mobj_ceilingz: lua_pushfixed(L, mo->ceilingz); break; case mobj_floorrover: LUA_PushUserdata(L, mo->floorrover, META_FFLOOR); break; case mobj_ceilingrover: LUA_PushUserdata(L, mo->ceilingrover, META_FFLOOR); break; case mobj_radius: lua_pushfixed(L, mo->radius); break; case mobj_height: lua_pushfixed(L, mo->height); break; case mobj_momx: lua_pushfixed(L, mo->momx); break; case mobj_momy: lua_pushfixed(L, mo->momy); break; case mobj_momz: lua_pushfixed(L, mo->momz); break; case mobj_pmomz: lua_pushfixed(L, mo->pmomz); break; case mobj_tics: lua_pushinteger(L, mo->tics); break; case mobj_state: // state number, not struct lua_pushinteger(L, mo->state-states); break; case mobj_flags: lua_pushinteger(L, mo->flags); break; case mobj_flags2: lua_pushinteger(L, mo->flags2); break; case mobj_eflags: lua_pushinteger(L, mo->eflags); break; case mobj_skin: // skin name or nil, not struct if (!mo->skin) return 0; lua_pushstring(L, ((skin_t *)mo->skin)->name); break; case mobj_color: lua_pushinteger(L, mo->color); break; case mobj_bnext: LUA_PushUserdata(L, mo->bnext, META_MOBJ); break; case mobj_bprev: // bprev -- same deal as sprev above, but for the blockmap. return UNIMPLEMENTED; case mobj_hnext: if (mo->hnext && P_MobjWasRemoved(mo->hnext)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->hnext, NULL); return 0; } LUA_PushUserdata(L, mo->hnext, META_MOBJ); break; case mobj_hprev: if (mo->hprev && P_MobjWasRemoved(mo->hprev)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->hprev, NULL); return 0; } LUA_PushUserdata(L, mo->hprev, META_MOBJ); break; case mobj_type: lua_pushinteger(L, mo->type); break; case mobj_info: LUA_PushUserdata(L, &mobjinfo[mo->type], META_MOBJINFO); break; case mobj_health: lua_pushinteger(L, mo->health); break; case mobj_movedir: lua_pushinteger(L, mo->movedir); break; case mobj_movecount: lua_pushinteger(L, mo->movecount); break; case mobj_target: if (mo->target && P_MobjWasRemoved(mo->target)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->target, NULL); return 0; } LUA_PushUserdata(L, mo->target, META_MOBJ); break; case mobj_reactiontime: lua_pushinteger(L, mo->reactiontime); break; case mobj_threshold: lua_pushinteger(L, mo->threshold); break; case mobj_player: LUA_PushUserdata(L, mo->player, META_PLAYER); break; case mobj_lastlook: lua_pushinteger(L, mo->lastlook); break; case mobj_spawnpoint: LUA_PushUserdata(L, mo->spawnpoint, META_MAPTHING); break; case mobj_tracer: if (mo->tracer && P_MobjWasRemoved(mo->tracer)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->tracer, NULL); return 0; } LUA_PushUserdata(L, mo->tracer, META_MOBJ); break; case mobj_friction: lua_pushfixed(L, mo->friction); break; case mobj_movefactor: lua_pushfixed(L, mo->movefactor); break; case mobj_fuse: lua_pushinteger(L, mo->fuse); break; case mobj_watertop: lua_pushfixed(L, mo->watertop); break; case mobj_waterbottom: lua_pushfixed(L, mo->waterbottom); break; case mobj_mobjnum: // mobjnum is a networking thing generated for $$$.sav // and therefore shouldn't be used by Lua. return UNIMPLEMENTED; case mobj_scale: lua_pushfixed(L, mo->scale); break; case mobj_destscale: lua_pushfixed(L, mo->destscale); break; case mobj_scalespeed: lua_pushfixed(L, mo->scalespeed); break; case mobj_extravalue1: lua_pushinteger(L, mo->extravalue1); break; case mobj_extravalue2: lua_pushinteger(L, mo->extravalue2); break; case mobj_cusval: lua_pushinteger(L, mo->cusval); break; case mobj_cvmem: lua_pushinteger(L, mo->cvmem); break; case mobj_standingslope: LUA_PushUserdata(L, mo->standingslope, META_SLOPE); break; case mobj_colorized: lua_pushboolean(L, mo->colorized); break; case mobj_shadowscale: lua_pushfixed(L, mo->shadowscale); break; default: // extra custom variables in Lua memory lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, mo); lua_rawget(L, -2); if (!lua_istable(L, -1)) { // no extra values table CONS_Debug(DBG_LUA, M_GetText("'%s' has no extvars table or field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2)); return 0; } lua_pushvalue(L, 2); // field name lua_gettable(L, -2); if (lua_isnil(L, -1)) // no value for this field CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2)); break; } return 1; } #define NOSET luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly.", mobj_opt[field]) #define NOSETPOS luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_Move") ", " LUA_QL("P_TryMove") ", or " LUA_QL("P_TeleportMove") " instead.", mobj_opt[field]) static int mobj_set(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); enum mobj_e field = Lua_optoption(L, 2, mobj_opt[0], mobj_opt); lua_settop(L, 3); INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); if (hud_running) return luaL_error(L, "Do not alter mobj_t in HUD rendering code!"); switch(field) { case mobj_valid: return NOSET; case mobj_x: return NOSETPOS; case mobj_y: return NOSETPOS; case mobj_z: { // z doesn't cross sector bounds so it's okay. mobj_t *ptmthing = tmthing; mo->z = luaL_checkfixed(L, 3); P_CheckPosition(mo, mo->x, mo->y); mo->floorz = tmfloorz; mo->ceilingz = tmceilingz; mo->floorrover = tmfloorrover; mo->ceilingrover = tmceilingrover; P_SetTarget(&tmthing, ptmthing); break; } case mobj_snext: return NOSETPOS; case mobj_sprev: return UNIMPLEMENTED; case mobj_angle: mo->angle = luaL_checkangle(L, 3); if (mo->player == &players[consoleplayer]) localangle = mo->angle; else if (mo->player == &players[secondarydisplayplayer]) localangle2 = mo->angle; break; case mobj_rollangle: mo->rollangle = luaL_checkangle(L, 3); break; case mobj_sprite: mo->sprite = luaL_checkinteger(L, 3); break; case mobj_frame: mo->frame = (UINT32)luaL_checkinteger(L, 3); break; case mobj_sprite2: mo->sprite2 = P_GetSkinSprite2(((skin_t *)mo->skin), (UINT8)luaL_checkinteger(L, 3), mo->player); break; case mobj_anim_duration: mo->anim_duration = (UINT16)luaL_checkinteger(L, 3); break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: return NOSETPOS; case mobj_floorz: return NOSETPOS; case mobj_ceilingz: return NOSETPOS; case mobj_floorrover: return NOSET; case mobj_ceilingrover: return NOSET; case mobj_radius: { mobj_t *ptmthing = tmthing; mo->radius = luaL_checkfixed(L, 3); if (mo->radius < 0) mo->radius = 0; P_CheckPosition(mo, mo->x, mo->y); mo->floorz = tmfloorz; mo->ceilingz = tmceilingz; mo->floorrover = tmfloorrover; mo->ceilingrover = tmceilingrover; P_SetTarget(&tmthing, ptmthing); break; } case mobj_height: { mobj_t *ptmthing = tmthing; mo->height = luaL_checkfixed(L, 3); if (mo->height < 0) mo->height = 0; P_CheckPosition(mo, mo->x, mo->y); mo->floorz = tmfloorz; mo->ceilingz = tmceilingz; mo->floorrover = tmfloorrover; mo->ceilingrover = tmceilingrover; P_SetTarget(&tmthing, ptmthing); break; } case mobj_momx: mo->momx = luaL_checkfixed(L, 3); break; case mobj_momy: mo->momy = luaL_checkfixed(L, 3); break; case mobj_momz: mo->momz = luaL_checkfixed(L, 3); break; case mobj_pmomz: mo->pmomz = luaL_checkfixed(L, 3); mo->eflags |= MFE_APPLYPMOMZ; break; case mobj_tics: mo->tics = luaL_checkinteger(L, 3); break; case mobj_state: // set state by enum if (mo->player) P_SetPlayerMobjState(mo, luaL_checkinteger(L, 3)); else P_SetMobjState(mo, luaL_checkinteger(L, 3)); break; case mobj_flags: // special handling for MF_NOBLOCKMAP and MF_NOSECTOR { UINT32 flags = luaL_checkinteger(L, 3); if ((flags & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (mo->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) { P_UnsetThingPosition(mo); mo->flags = flags; if (flags & MF_NOSECTOR && sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } mo->snext = NULL, mo->sprev = NULL; mo->bnext = NULL, mo->bprev = NULL; P_SetThingPosition(mo); } else mo->flags = flags; break; } case mobj_flags2: mo->flags2 = (UINT32)luaL_checkinteger(L, 3); break; case mobj_eflags: mo->eflags = (UINT32)luaL_checkinteger(L, 3); break; case mobj_skin: // set skin by name { INT32 i; char skin[SKINNAMESIZE+1]; // all skin names are limited to this length strlcpy(skin, luaL_checkstring(L, 3), sizeof skin); strlwr(skin); // all skin names are lowercase for (i = 0; i < numskins; i++) if (fastcmp(skins[i].name, skin)) { if (!mo->player || R_SkinUsable(mo->player-players, i)) mo->skin = &skins[i]; return 0; } return luaL_error(L, "mobj.skin '%s' not found!", skin); } case mobj_color: { UINT8 newcolor = (UINT8)luaL_checkinteger(L,3); if (newcolor >= MAXTRANSLATIONS) return luaL_error(L, "mobj.color %d out of range (0 - %d).", newcolor, MAXTRANSLATIONS-1); mo->color = newcolor; break; } case mobj_bnext: return NOSETPOS; case mobj_bprev: return UNIMPLEMENTED; case mobj_hnext: if (lua_isnil(L, 3)) P_SetTarget(&mo->hnext, NULL); else { mobj_t *hnext = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->hnext, hnext); } break; case mobj_hprev: if (lua_isnil(L, 3)) P_SetTarget(&mo->hprev, NULL); else { mobj_t *hprev = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->hprev, hprev); } break; case mobj_type: // yeah sure, we'll let you change the mobj's type. { mobjtype_t newtype = luaL_checkinteger(L, 3); if (newtype >= NUMMOBJTYPES) return luaL_error(L, "mobj.type %d out of range (0 - %d).", newtype, NUMMOBJTYPES-1); mo->type = newtype; mo->info = &mobjinfo[newtype]; P_SetScale(mo, mo->scale); break; } case mobj_info: return NOSET; case mobj_health: mo->health = luaL_checkinteger(L, 3); break; case mobj_movedir: mo->movedir = (angle_t)luaL_checkinteger(L, 3); break; case mobj_movecount: mo->movecount = luaL_checkinteger(L, 3); break; case mobj_target: if (lua_isnil(L, 3)) P_SetTarget(&mo->target, NULL); else { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->target, target); } break; case mobj_reactiontime: mo->reactiontime = luaL_checkinteger(L, 3); break; case mobj_threshold: mo->threshold = luaL_checkinteger(L, 3); break; case mobj_player: return NOSET; case mobj_lastlook: mo->lastlook = luaL_checkinteger(L, 3); break; case mobj_spawnpoint: if (lua_isnil(L, 3)) mo->spawnpoint = NULL; else { mapthing_t *spawnpoint = *((mapthing_t **)luaL_checkudata(L, 3, META_MAPTHING)); mo->spawnpoint = spawnpoint; } break; case mobj_tracer: if (lua_isnil(L, 3)) P_SetTarget(&mo->tracer, NULL); else { mobj_t *tracer = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->tracer, tracer); } break; case mobj_friction: mo->friction = luaL_checkfixed(L, 3); break; case mobj_movefactor: mo->movefactor = luaL_checkfixed(L, 3); break; case mobj_fuse: mo->fuse = luaL_checkinteger(L, 3); break; case mobj_watertop: mo->watertop = luaL_checkfixed(L, 3); break; case mobj_waterbottom: mo->waterbottom = luaL_checkfixed(L, 3); break; case mobj_mobjnum: return UNIMPLEMENTED; case mobj_scale: { fixed_t scale = luaL_checkfixed(L, 3); if (scale < FRACUNIT/100) scale = FRACUNIT/100; mo->destscale = scale; P_SetScale(mo, scale); break; } case mobj_destscale: { fixed_t scale = luaL_checkfixed(L, 3); if (scale < FRACUNIT/100) scale = FRACUNIT/100; mo->destscale = scale; break; } case mobj_scalespeed: mo->scalespeed = luaL_checkfixed(L, 3); break; case mobj_extravalue1: mo->extravalue1 = luaL_checkinteger(L, 3); break; case mobj_extravalue2: mo->extravalue2 = luaL_checkinteger(L, 3); break; case mobj_cusval: mo->cusval = luaL_checkinteger(L, 3); break; case mobj_cvmem: mo->cvmem = luaL_checkinteger(L, 3); break; case mobj_standingslope: return NOSET; case mobj_colorized: mo->colorized = luaL_checkboolean(L, 3); break; case mobj_shadowscale: mo->shadowscale = luaL_checkfixed(L, 3); break; default: lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, mo); lua_rawget(L, -2); if (lua_isnil(L, -1)) { // This index doesn't have a table for extra values yet, let's make one. lua_pop(L, 1); CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; adding it as Lua data.\n"), "mobj_t", lua_tostring(L, 2)); lua_newtable(L); lua_pushlightuserdata(L, mo); lua_pushvalue(L, -2); // ext value table lua_rawset(L, -4); // LREG_EXTVARS table } lua_pushvalue(L, 2); // key lua_pushvalue(L, 3); // value to store lua_settable(L, -3); lua_pop(L, 2); break; } return 0; } #undef UNIMPLEMENTED #undef NOSET #undef NOSETPOS #undef NOFIELD static int mapthing_get(lua_State *L) { mapthing_t *mt = *((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)); const char *field = luaL_checkstring(L, 2); lua_Integer number; if (!mt) { if (fastcmp(field,"valid")) { lua_pushboolean(L, false); return 1; } if (devparm) return luaL_error(L, "accessed mapthing_t doesn't exist anymore."); return 0; } if (fastcmp(field,"valid")) { lua_pushboolean(L, true); return 1; } else if(fastcmp(field,"x")) number = mt->x; else if(fastcmp(field,"y")) number = mt->y; else if(fastcmp(field,"angle")) number = mt->angle; else if(fastcmp(field,"type")) number = mt->type; else if(fastcmp(field,"options")) number = mt->options; else if(fastcmp(field,"z")) number = mt->z; else if(fastcmp(field,"extrainfo")) number = mt->extrainfo; else if(fastcmp(field,"tag")) number = mt->tag; else if(fastcmp(field,"mobj")) { LUA_PushUserdata(L, mt->mobj, META_MOBJ); return 1; } else if (devparm) return luaL_error(L, LUA_QL("mapthing_t") " has no field named " LUA_QS, field); else return 0; lua_pushinteger(L, number); return 1; } static int mapthing_set(lua_State *L) { mapthing_t *mt = *((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)); const char *field = luaL_checkstring(L, 2); if (!mt) return luaL_error(L, "accessed mapthing_t doesn't exist anymore."); if (hud_running) return luaL_error(L, "Do not alter mapthing_t in HUD rendering code!"); if(fastcmp(field,"x")) mt->x = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"y")) mt->y = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"angle")) mt->angle = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"type")) mt->type = (UINT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"options")) mt->options = (UINT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"z")) mt->z = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"extrainfo")) { INT32 extrainfo = luaL_checkinteger(L, 3); if (extrainfo & ~15) return luaL_error(L, "mapthing_t extrainfo set %d out of range (%d - %d)", extrainfo, 0, 15); mt->extrainfo = (UINT8)extrainfo; } else if (fastcmp(field,"tag")) mt->tag = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"mobj")) mt->mobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); else return luaL_error(L, LUA_QL("mapthing_t") " has no field named " LUA_QS, field); return 0; } static int lib_iterateMapthings(lua_State *L) { size_t i = 0; INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do end'."); lua_settop(L, 2); lua_remove(L, 1); // state is unused. if (!lua_isnil(L, 1)) i = (size_t)(*((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)) - mapthings) + 1; if (i < nummapthings) { LUA_PushUserdata(L, &mapthings[i], META_MAPTHING); return 1; } return 0; } static int lib_getMapthing(lua_State *L) { int field; INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) { size_t i = lua_tointeger(L, 1); if (i >= nummapthings) return 0; LUA_PushUserdata(L, &mapthings[i], META_MAPTHING); return 1; } field = luaL_checkoption(L, 1, NULL, array_opt); switch(field) { case 0: // iterate lua_pushcfunction(L, lib_iterateMapthings); return 1; } return 0; } static int lib_nummapthings(lua_State *L) { lua_pushinteger(L, nummapthings); return 1; } int LUA_MobjLib(lua_State *L) { luaL_newmetatable(L, META_MOBJ); lua_pushcfunction(L, mobj_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, mobj_set); lua_setfield(L, -2, "__newindex"); lua_pop(L,1); luaL_newmetatable(L, META_MAPTHING); lua_pushcfunction(L, mapthing_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, mapthing_set); lua_setfield(L, -2, "__newindex"); lua_pop(L,1); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getMapthing); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_nummapthings); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_setglobal(L, "mapthings"); return 0; }