mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-19 09:20:59 +00:00
186ef0479d
Remove music slot compatibility See merge request STJr/SRB2!1321
670 lines
18 KiB
C
670 lines
18 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file deh_lua.c
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/// \brief Lua SOC library
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#include "g_game.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "m_menu.h"
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#include "m_misc.h"
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#include "p_local.h"
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#include "st_stuff.h"
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#include "fastcmp.h"
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#include "lua_script.h"
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#include "lua_libs.h"
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#include "dehacked.h"
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#include "deh_lua.h"
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#include "deh_tables.h"
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// freeslot takes a name (string only!)
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// and allocates it to the appropriate free slot.
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// Returns the slot number allocated for it or nil if failed.
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// ex. freeslot("MT_MYTHING","S_MYSTATE1","S_MYSTATE2")
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// TODO: Error checking! @.@; There's currently no way to know which ones failed and why!
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//
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static inline int lib_freeslot(lua_State *L)
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{
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int n = lua_gettop(L);
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int r = 0; // args returned
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char *s, *type,*word;
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if (!lua_lumploading)
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return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
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while (n-- > 0)
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{
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s = Z_StrDup(luaL_checkstring(L,1));
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type = strtok(s, "_");
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if (type)
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strupr(type);
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else {
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Z_Free(s);
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return luaL_error(L, "Unknown enum type in '%s'\n", luaL_checkstring(L, 1));
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}
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word = strtok(NULL, "\n");
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if (word)
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strupr(word);
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else {
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Z_Free(s);
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return luaL_error(L, "Missing enum name in '%s'\n", luaL_checkstring(L, 1));
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}
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if (fastcmp(type, "SFX")) {
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sfxenum_t sfx;
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strlwr(word);
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CONS_Printf("Sound sfx_%s allocated.\n",word);
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sfx = S_AddSoundFx(word, false, 0, false);
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if (sfx != sfx_None) {
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lua_pushinteger(L, sfx);
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r++;
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} else
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CONS_Alert(CONS_WARNING, "Ran out of free SFX slots!\n");
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}
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else if (fastcmp(type, "SPR"))
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{
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char wad;
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spritenum_t j;
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lua_getfield(L, LUA_REGISTRYINDEX, "WAD");
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wad = (char)lua_tointeger(L, -1);
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lua_pop(L, 1);
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for (j = SPR_FIRSTFREESLOT; j <= SPR_LASTFREESLOT; j++)
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{
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if (used_spr[(j-SPR_FIRSTFREESLOT)/8] & (1<<(j%8)))
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{
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if (!sprnames[j][4] && memcmp(sprnames[j],word,4)==0)
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sprnames[j][4] = wad;
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continue; // Already allocated, next.
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}
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// Found a free slot!
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CONS_Printf("Sprite SPR_%s allocated.\n",word);
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strncpy(sprnames[j],word,4);
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//sprnames[j][4] = 0;
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used_spr[(j-SPR_FIRSTFREESLOT)/8] |= 1<<(j%8); // Okay, this sprite slot has been named now.
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lua_pushinteger(L, j);
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r++;
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break;
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}
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if (j > SPR_LASTFREESLOT)
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CONS_Alert(CONS_WARNING, "Ran out of free sprite slots!\n");
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}
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else if (fastcmp(type, "S"))
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{
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statenum_t i;
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for (i = 0; i < NUMSTATEFREESLOTS; i++)
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if (!FREE_STATES[i]) {
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CONS_Printf("State S_%s allocated.\n",word);
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FREE_STATES[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
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strcpy(FREE_STATES[i],word);
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lua_pushinteger(L, S_FIRSTFREESLOT + i);
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r++;
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break;
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}
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if (i == NUMSTATEFREESLOTS)
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CONS_Alert(CONS_WARNING, "Ran out of free State slots!\n");
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}
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else if (fastcmp(type, "MT"))
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{
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mobjtype_t i;
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for (i = 0; i < NUMMOBJFREESLOTS; i++)
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if (!FREE_MOBJS[i]) {
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CONS_Printf("MobjType MT_%s allocated.\n",word);
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FREE_MOBJS[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
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strcpy(FREE_MOBJS[i],word);
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lua_pushinteger(L, MT_FIRSTFREESLOT + i);
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r++;
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break;
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}
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if (i == NUMMOBJFREESLOTS)
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CONS_Alert(CONS_WARNING, "Ran out of free MobjType slots!\n");
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}
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else if (fastcmp(type, "SKINCOLOR"))
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{
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skincolornum_t i;
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for (i = 0; i < NUMCOLORFREESLOTS; i++)
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if (!FREE_SKINCOLORS[i]) {
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CONS_Printf("Skincolor SKINCOLOR_%s allocated.\n",word);
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FREE_SKINCOLORS[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
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strcpy(FREE_SKINCOLORS[i],word);
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M_AddMenuColor(numskincolors++);
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lua_pushinteger(L, SKINCOLOR_FIRSTFREESLOT + i);
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r++;
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break;
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}
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if (i == NUMCOLORFREESLOTS)
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CONS_Alert(CONS_WARNING, "Ran out of free skincolor slots!\n");
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}
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else if (fastcmp(type, "SPR2"))
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{
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// Search if we already have an SPR2 by that name...
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playersprite_t i;
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for (i = SPR2_FIRSTFREESLOT; i < free_spr2; i++)
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if (memcmp(spr2names[i],word,4) == 0)
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break;
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// We don't, so allocate a new one.
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if (i >= free_spr2) {
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if (free_spr2 < NUMPLAYERSPRITES)
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{
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CONS_Printf("Sprite SPR2_%s allocated.\n",word);
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strncpy(spr2names[free_spr2],word,4);
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spr2defaults[free_spr2] = 0;
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lua_pushinteger(L, free_spr2);
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r++;
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spr2names[free_spr2++][4] = 0;
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} else
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CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
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}
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}
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else if (fastcmp(type, "TOL"))
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{
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// Search if we already have a typeoflevel by that name...
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int i;
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for (i = 0; TYPEOFLEVEL[i].name; i++)
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if (fastcmp(word, TYPEOFLEVEL[i].name))
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break;
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// We don't, so allocate a new one.
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if (TYPEOFLEVEL[i].name == NULL) {
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if (lastcustomtol == (UINT32)MAXTOL) // Unless you have way too many, since they're flags.
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CONS_Alert(CONS_WARNING, "Ran out of free typeoflevel slots!\n");
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else {
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CONS_Printf("TypeOfLevel TOL_%s allocated.\n",word);
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G_AddTOL(lastcustomtol, word);
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lua_pushinteger(L, lastcustomtol);
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lastcustomtol <<= 1;
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r++;
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}
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}
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}
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Z_Free(s);
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lua_remove(L, 1);
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continue;
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}
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return r;
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}
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// Wrapper for ALL A_Action functions.
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// Arguments: mobj_t actor, int var1, int var2
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static int action_call(lua_State *L)
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{
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//actionf_t *action = lua_touserdata(L,lua_upvalueindex(1));
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actionf_t *action = *((actionf_t **)luaL_checkudata(L, 1, META_ACTION));
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mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
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var1 = (INT32)luaL_optinteger(L, 3, 0);
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var2 = (INT32)luaL_optinteger(L, 4, 0);
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if (!actor)
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return LUA_ErrInvalid(L, "mobj_t");
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action->acp1(actor);
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return 0;
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}
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// Hardcoded A_Action name to call for super() or NULL if super() would be invalid.
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// Set in lua_infolib.
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const char *superactions[MAXRECURSION];
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UINT8 superstack = 0;
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static int lib_dummysuper(lua_State *L)
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{
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return luaL_error(L, "Can't call super() outside of hardcode-replacing A_Action functions being called by state changes!"); // convoluted, I know. @_@;;
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}
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static inline int lib_getenum(lua_State *L)
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{
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const char *word, *p;
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fixed_t i;
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boolean mathlib = lua_toboolean(L, lua_upvalueindex(1));
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if (lua_type(L,2) != LUA_TSTRING)
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return 0;
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word = lua_tostring(L,2);
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if (strlen(word) == 1) { // Assume sprite frame if length 1.
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if (*word >= 'A' && *word <= '~')
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{
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lua_pushinteger(L, *word-'A');
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return 1;
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}
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if (mathlib) return luaL_error(L, "constant '%s' could not be parsed.\n", word);
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return 0;
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}
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else if (fastncmp("MF_", word, 3)) {
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p = word+3;
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for (i = 0; MOBJFLAG_LIST[i]; i++)
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if (fastcmp(p, MOBJFLAG_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "mobjflag '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("MF2_", word, 4)) {
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p = word+4;
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for (i = 0; MOBJFLAG2_LIST[i]; i++)
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if (fastcmp(p, MOBJFLAG2_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "mobjflag2 '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("MFE_", word, 4)) {
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p = word+4;
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for (i = 0; MOBJEFLAG_LIST[i]; i++)
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if (fastcmp(p, MOBJEFLAG_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "mobjeflag '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("MTF_", word, 4)) {
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p = word+4;
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for (i = 0; i < 4; i++)
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if (MAPTHINGFLAG_LIST[i] && fastcmp(p, MAPTHINGFLAG_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "mapthingflag '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("PF_", word, 3)) {
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p = word+3;
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for (i = 0; PLAYERFLAG_LIST[i]; i++)
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if (fastcmp(p, PLAYERFLAG_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (fastcmp(p, "FULLSTASIS"))
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{
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lua_pushinteger(L, (lua_Integer)PF_FULLSTASIS);
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return 1;
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}
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else if (fastcmp(p, "USEDOWN")) // Remove case when 2.3 nears release...
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{
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lua_pushinteger(L, (lua_Integer)PF_SPINDOWN);
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return 1;
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}
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if (mathlib) return luaL_error(L, "playerflag '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("GT_", word, 3)) {
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p = word;
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for (i = 0; Gametype_ConstantNames[i]; i++)
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if (fastcmp(p, Gametype_ConstantNames[i])) {
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lua_pushinteger(L, i);
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return 1;
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}
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if (mathlib) return luaL_error(L, "gametype '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("GTR_", word, 4)) {
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p = word+4;
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for (i = 0; GAMETYPERULE_LIST[i]; i++)
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if (fastcmp(p, GAMETYPERULE_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "game type rule '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("TOL_", word, 4)) {
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p = word+4;
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for (i = 0; TYPEOFLEVEL[i].name; i++)
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if (fastcmp(p, TYPEOFLEVEL[i].name)) {
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lua_pushinteger(L, TYPEOFLEVEL[i].flag);
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return 1;
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}
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if (mathlib) return luaL_error(L, "typeoflevel '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("ML_", word, 3)) {
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p = word+3;
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for (i = 0; i < 16; i++)
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if (ML_LIST[i] && fastcmp(p, ML_LIST[i])) {
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lua_pushinteger(L, ((lua_Integer)1<<i));
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return 1;
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}
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if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("S_",word,2)) {
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p = word+2;
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for (i = 0; i < NUMSTATEFREESLOTS; i++) {
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if (!FREE_STATES[i])
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break;
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if (fastcmp(p, FREE_STATES[i])) {
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lua_pushinteger(L, S_FIRSTFREESLOT+i);
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return 1;
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}
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}
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for (i = 0; i < S_FIRSTFREESLOT; i++)
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if (fastcmp(p, STATE_LIST[i]+2)) {
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lua_pushinteger(L, i);
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return 1;
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}
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return luaL_error(L, "state '%s' does not exist.\n", word);
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}
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else if (fastncmp("MT_",word,3)) {
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p = word+3;
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for (i = 0; i < NUMMOBJFREESLOTS; i++) {
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if (!FREE_MOBJS[i])
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break;
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if (fastcmp(p, FREE_MOBJS[i])) {
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lua_pushinteger(L, MT_FIRSTFREESLOT+i);
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return 1;
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}
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}
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for (i = 0; i < MT_FIRSTFREESLOT; i++)
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if (fastcmp(p, MOBJTYPE_LIST[i]+3)) {
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lua_pushinteger(L, i);
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return 1;
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}
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return luaL_error(L, "mobjtype '%s' does not exist.\n", word);
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}
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else if (fastncmp("SPR_",word,4)) {
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p = word+4;
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for (i = 0; i < NUMSPRITES; i++)
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if (!sprnames[i][4] && fastncmp(p,sprnames[i],4)) {
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lua_pushinteger(L, i);
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return 1;
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}
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if (mathlib) return luaL_error(L, "sprite '%s' could not be found.\n", word);
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return 0;
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}
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else if (fastncmp("SPR2_",word,5)) {
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p = word+5;
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for (i = 0; i < (fixed_t)free_spr2; i++)
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if (!spr2names[i][4])
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{
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// special 3-char cases, e.g. SPR2_RUN
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// the spr2names entry will have "_" on the end, as in "RUN_"
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if (spr2names[i][3] == '_' && !p[3]) {
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if (fastncmp(p,spr2names[i],3)) {
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lua_pushinteger(L, i);
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return 1;
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}
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}
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else if (fastncmp(p,spr2names[i],4)) {
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lua_pushinteger(L, i);
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return 1;
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}
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}
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if (mathlib) return luaL_error(L, "player sprite '%s' could not be found.\n", word);
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return 0;
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}
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else if (!mathlib && fastncmp("sfx_",word,4)) {
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p = word+4;
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for (i = 0; i < NUMSFX; i++)
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if (S_sfx[i].name && fastcmp(p, S_sfx[i].name)) {
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lua_pushinteger(L, i);
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return 1;
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}
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return 0;
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}
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else if (mathlib && fastncmp("SFX_",word,4)) { // SOCs are ALL CAPS!
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p = word+4;
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for (i = 0; i < NUMSFX; i++)
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if (S_sfx[i].name && fasticmp(p, S_sfx[i].name)) {
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lua_pushinteger(L, i);
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return 1;
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}
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return luaL_error(L, "sfx '%s' could not be found.\n", word);
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}
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else if (mathlib && fastncmp("DS",word,2)) {
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p = word+2;
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for (i = 0; i < NUMSFX; i++)
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if (S_sfx[i].name && fasticmp(p, S_sfx[i].name)) {
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lua_pushinteger(L, i);
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return 1;
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}
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if (mathlib) return luaL_error(L, "sfx '%s' could not be found.\n", word);
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return 0;
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}
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else if (!mathlib && fastncmp("pw_",word,3)) {
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p = word+3;
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for (i = 0; i < NUMPOWERS; i++)
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if (fasticmp(p, POWERS_LIST[i])) {
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lua_pushinteger(L, i);
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return 1;
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}
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return 0;
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}
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else if (mathlib && fastncmp("PW_",word,3)) { // SOCs are ALL CAPS!
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p = word+3;
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for (i = 0; i < NUMPOWERS; i++)
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if (fastcmp(p, POWERS_LIST[i])) {
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lua_pushinteger(L, i);
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return 1;
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}
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return luaL_error(L, "power '%s' could not be found.\n", word);
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}
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else if (fastncmp("HUD_",word,4)) {
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p = word+4;
|
|
for (i = 0; i < NUMHUDITEMS; i++)
|
|
if (fastcmp(p, HUDITEMS_LIST[i])) {
|
|
lua_pushinteger(L, i);
|
|
return 1;
|
|
}
|
|
if (mathlib) return luaL_error(L, "huditem '%s' could not be found.\n", word);
|
|
return 0;
|
|
}
|
|
else if (fastncmp("SKINCOLOR_",word,10)) {
|
|
p = word+10;
|
|
for (i = 0; i < NUMCOLORFREESLOTS; i++) {
|
|
if (!FREE_SKINCOLORS[i])
|
|
break;
|
|
if (fastcmp(p, FREE_SKINCOLORS[i])) {
|
|
lua_pushinteger(L, SKINCOLOR_FIRSTFREESLOT+i);
|
|
return 1;
|
|
}
|
|
}
|
|
for (i = 0; i < SKINCOLOR_FIRSTFREESLOT; i++)
|
|
if (fastcmp(p, COLOR_ENUMS[i])) {
|
|
lua_pushinteger(L, i);
|
|
return 1;
|
|
}
|
|
return luaL_error(L, "skincolor '%s' could not be found.\n", word);
|
|
}
|
|
else if (fastncmp("GRADE_",word,6))
|
|
{
|
|
p = word+6;
|
|
for (i = 0; NIGHTSGRADE_LIST[i]; i++)
|
|
if (*p == NIGHTSGRADE_LIST[i])
|
|
{
|
|
lua_pushinteger(L, i);
|
|
return 1;
|
|
}
|
|
if (mathlib) return luaL_error(L, "NiGHTS grade '%s' could not be found.\n", word);
|
|
return 0;
|
|
}
|
|
else if (fastncmp("MN_",word,3)) {
|
|
p = word+3;
|
|
for (i = 0; i < NUMMENUTYPES; i++)
|
|
if (fastcmp(p, MENUTYPES_LIST[i])) {
|
|
lua_pushinteger(L, i);
|
|
return 1;
|
|
}
|
|
if (mathlib) return luaL_error(L, "menutype '%s' could not be found.\n", word);
|
|
return 0;
|
|
}
|
|
else if (!mathlib && fastncmp("A_",word,2)) {
|
|
char *caps;
|
|
// Try to get a Lua action first.
|
|
/// \todo Push a closure that sets superactions[] and superstack.
|
|
lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
|
|
// actions are stored in all uppercase.
|
|
caps = Z_StrDup(word);
|
|
strupr(caps);
|
|
lua_getfield(L, -1, caps);
|
|
Z_Free(caps);
|
|
if (!lua_isnil(L, -1))
|
|
return 1; // Success! :D That was easy.
|
|
// Welp, that failed.
|
|
lua_pop(L, 2); // pop nil and LREG_ACTIONS
|
|
|
|
// Hardcoded actions as callable Lua functions!
|
|
// Retrieving them from this metatable allows them to be case-insensitive!
|
|
for (i = 0; actionpointers[i].name; i++)
|
|
if (fasticmp(word, actionpointers[i].name)) {
|
|
// We push the actionf_t* itself as userdata!
|
|
LUA_PushUserdata(L, &actionpointers[i].action, META_ACTION);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
else if (!mathlib && fastcmp("super",word))
|
|
{
|
|
if (!superstack)
|
|
{
|
|
lua_pushcfunction(L, lib_dummysuper);
|
|
return 1;
|
|
}
|
|
for (i = 0; actionpointers[i].name; i++)
|
|
if (fasticmp(superactions[superstack-1], actionpointers[i].name)) {
|
|
LUA_PushUserdata(L, &actionpointers[i].action, META_ACTION);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
if (fastcmp(word, "BT_USE")) // Remove case when 2.3 nears release...
|
|
{
|
|
lua_pushinteger(L, (lua_Integer)BT_SPIN);
|
|
return 1;
|
|
}
|
|
|
|
for (i = 0; INT_CONST[i].n; i++)
|
|
if (fastcmp(word,INT_CONST[i].n)) {
|
|
lua_pushinteger(L, INT_CONST[i].v);
|
|
return 1;
|
|
}
|
|
|
|
if (mathlib) return luaL_error(L, "constant '%s' could not be parsed.\n", word);
|
|
|
|
// DYNAMIC variables too!!
|
|
// Try not to add anything that would break netgames or timeattack replays here.
|
|
// You know, like consoleplayer, displayplayer, secondarydisplayplayer, or gametime.
|
|
return LUA_PushGlobals(L, word);
|
|
}
|
|
|
|
int LUA_EnumLib(lua_State *L)
|
|
{
|
|
if (lua_gettop(L) == 0)
|
|
lua_pushboolean(L, 0);
|
|
|
|
// Set the global metatable
|
|
lua_createtable(L, 0, 1);
|
|
lua_pushvalue(L, 1); // boolean passed to LUA_EnumLib as first argument.
|
|
lua_pushcclosure(L, lib_getenum, 1);
|
|
lua_setfield(L, -2, "__index");
|
|
lua_setmetatable(L, LUA_GLOBALSINDEX);
|
|
return 0;
|
|
}
|
|
|
|
// getActionName(action) -> return action's string name
|
|
static int lib_getActionName(lua_State *L)
|
|
{
|
|
if (lua_isuserdata(L, 1)) // arg 1 is built-in action, expect action userdata
|
|
{
|
|
actionf_t *action = *((actionf_t **)luaL_checkudata(L, 1, META_ACTION));
|
|
const char *name = NULL;
|
|
if (!action)
|
|
return luaL_error(L, "not a valid action?");
|
|
name = LUA_GetActionName(action);
|
|
if (!name) // that can't be right?
|
|
return luaL_error(L, "no name string could be found for this action");
|
|
lua_pushstring(L, name);
|
|
return 1;
|
|
}
|
|
else if (lua_isfunction(L, 1)) // arg 1 is a function (either C or Lua)
|
|
{
|
|
lua_settop(L, 1); // set top of stack to 1 (removing any extra args, which there shouldn't be)
|
|
// get the name for this action, if possible.
|
|
lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
|
|
lua_pushnil(L);
|
|
// Lua stack at this point:
|
|
// 1 ... -2 -1
|
|
// arg ... LREG_ACTIONS nil
|
|
while (lua_next(L, -2))
|
|
{
|
|
// Lua stack at this point:
|
|
// 1 ... -3 -2 -1
|
|
// arg ... LREG_ACTIONS "A_ACTION" function
|
|
if (lua_rawequal(L, -1, 1)) // is this the same as the arg?
|
|
{
|
|
// make sure the key (i.e. "A_ACTION") is a string first
|
|
// (note: we don't use lua_isstring because it also returns true for numbers)
|
|
if (lua_type(L, -2) == LUA_TSTRING)
|
|
{
|
|
lua_pushvalue(L, -2); // push "A_ACTION" string to top of stack
|
|
return 1;
|
|
}
|
|
lua_pop(L, 2); // pop the name and function
|
|
break; // probably should have succeeded but we didn't, so end the loop
|
|
}
|
|
lua_pop(L, 1);
|
|
}
|
|
lua_pop(L, 1); // pop LREG_ACTIONS
|
|
return 0; // return nothing (don't error)
|
|
}
|
|
|
|
return luaL_typerror(L, 1, "action userdata or Lua function");
|
|
}
|
|
|
|
|
|
|
|
int LUA_SOCLib(lua_State *L)
|
|
{
|
|
lua_register(L,"freeslot",lib_freeslot);
|
|
lua_register(L,"getActionName",lib_getActionName);
|
|
|
|
luaL_newmetatable(L, META_ACTION);
|
|
lua_pushcfunction(L, action_call);
|
|
lua_setfield(L, -2, "__call");
|
|
lua_pop(L, 1);
|
|
|
|
return 0;
|
|
}
|
|
|
|
const char *LUA_GetActionName(void *action)
|
|
{
|
|
actionf_t *act = (actionf_t *)action;
|
|
size_t z;
|
|
for (z = 0; actionpointers[z].name; z++)
|
|
{
|
|
if (actionpointers[z].action.acv == act->acv)
|
|
return actionpointers[z].name;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void LUA_SetActionByName(void *state, const char *actiontocompare)
|
|
{
|
|
state_t *st = (state_t *)state;
|
|
size_t z;
|
|
for (z = 0; actionpointers[z].name; z++)
|
|
{
|
|
if (fasticmp(actiontocompare, actionpointers[z].name))
|
|
{
|
|
st->action = actionpointers[z].action;
|
|
st->action.acv = actionpointers[z].action.acv; // assign
|
|
st->action.acp1 = actionpointers[z].action.acp1;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
enum actionnum LUA_GetActionNumByName(const char *actiontocompare)
|
|
{
|
|
size_t z;
|
|
for (z = 0; actionpointers[z].name; z++)
|
|
if (fasticmp(actiontocompare, actionpointers[z].name))
|
|
return z;
|
|
return z;
|
|
}
|