mirror of
https://git.do.srb2.org/STJr/SRB2.git
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1d65caa250
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects. * Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character. * Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
1083 lines
24 KiB
C
1083 lines
24 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2014-2016 by John "JTE" Muniz.
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// Copyright (C) 2014-2018 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 lua_hudlib.c
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/// \brief custom HUD rendering library for Lua scripting
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#include "doomdef.h"
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#ifdef HAVE_BLUA
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#include "fastcmp.h"
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#include "r_defs.h"
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#include "r_local.h"
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#include "st_stuff.h" // hudinfo[]
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#include "g_game.h"
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#include "i_video.h" // rendermode
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#include "p_local.h" // camera_t
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#include "screen.h" // screen width/height
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#include "m_random.h" // m_random
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#include "v_video.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "lua_script.h"
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#include "lua_libs.h"
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#include "lua_hud.h"
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#define HUDONLY if (!hud_running) return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
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boolean hud_running = false;
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static UINT8 hud_enabled[(hud_MAX/8)+1];
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static UINT8 hudAvailable; // hud hooks field
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// must match enum hud in lua_hud.h
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static const char *const hud_disable_options[] = {
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"stagetitle",
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"textspectator",
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"score",
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"time",
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"rings",
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"lives",
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"weaponrings",
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"powerstones",
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"nightslink",
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"nightsdrill",
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"nightsrings",
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"nightsscore",
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"nightstime",
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"nightsrecords",
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"rankings",
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"coopemeralds",
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"tokens",
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"tabemblems",
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NULL};
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enum hudinfo {
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hudinfo_x = 0,
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hudinfo_y,
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hudinfo_f
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};
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static const char *const hudinfo_opt[] = {
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"x",
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"y",
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"f",
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NULL};
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enum patch {
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patch_valid = 0,
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patch_width,
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patch_height,
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patch_leftoffset,
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patch_topoffset
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};
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static const char *const patch_opt[] = {
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"valid",
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"width",
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"height",
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"leftoffset",
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"topoffset",
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NULL};
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enum hudhook {
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hudhook_game = 0,
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hudhook_scores,
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hudhook_title
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};
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static const char *const hudhook_opt[] = {
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"game",
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"scores",
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"title",
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NULL};
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// alignment types for v.drawString
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enum align {
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align_left = 0,
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align_center,
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align_right,
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align_fixed,
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align_small,
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align_smallright,
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align_thin,
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align_thinright
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};
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static const char *const align_opt[] = {
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"left",
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"center",
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"right",
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"fixed",
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"small",
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"small-right",
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"thin",
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"thin-right",
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NULL};
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// width types for v.stringWidth
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enum widtht {
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widtht_normal = 0,
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widtht_small,
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widtht_thin
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};
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static const char *const widtht_opt[] = {
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"normal",
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"small",
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"thin",
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NULL};
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enum cameraf {
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camera_chase = 0,
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camera_aiming,
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camera_x,
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camera_y,
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camera_z,
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camera_angle,
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camera_subsector,
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camera_floorz,
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camera_ceilingz,
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camera_radius,
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camera_height,
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camera_momx,
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camera_momy,
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camera_momz
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};
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static const char *const camera_opt[] = {
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"chase",
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"aiming",
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"x",
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"y",
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"z",
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"angle",
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"subsector",
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"floorz",
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"ceilingz",
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"radius",
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"height",
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"momx",
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"momy",
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"momz",
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NULL};
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static int lib_getHudInfo(lua_State *L)
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{
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UINT32 i;
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lua_remove(L, 1);
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i = luaL_checkinteger(L, 1);
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if (i >= NUMHUDITEMS)
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return luaL_error(L, "hudinfo[] index %d out of range (0 - %d)", i, NUMHUDITEMS-1);
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LUA_PushUserdata(L, &hudinfo[i], META_HUDINFO);
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return 1;
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}
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static int lib_hudinfolen(lua_State *L)
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{
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lua_pushinteger(L, NUMHUDITEMS);
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return 1;
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}
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static int hudinfo_get(lua_State *L)
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{
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hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
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enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
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I_Assert(info != NULL); // huditems are always valid
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switch(field)
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{
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case hudinfo_x:
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lua_pushinteger(L, info->x);
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break;
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case hudinfo_y:
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lua_pushinteger(L, info->y);
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break;
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case hudinfo_f:
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lua_pushinteger(L, info->f);
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break;
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}
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return 1;
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}
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static int hudinfo_set(lua_State *L)
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{
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hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
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enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
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I_Assert(info != NULL);
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switch(field)
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{
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case hudinfo_x:
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info->x = (INT32)luaL_checkinteger(L, 3);
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break;
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case hudinfo_y:
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info->y = (INT32)luaL_checkinteger(L, 3);
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break;
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case hudinfo_f:
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info->f = (INT32)luaL_checkinteger(L, 3);
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break;
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}
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return 0;
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}
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static int hudinfo_num(lua_State *L)
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{
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hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
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lua_pushinteger(L, info-hudinfo);
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return 1;
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}
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static int colormap_get(lua_State *L)
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{
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const UINT8 *colormap = *((UINT8 **)luaL_checkudata(L, 1, META_COLORMAP));
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UINT32 i = luaL_checkinteger(L, 2);
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if (i >= 256)
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return luaL_error(L, "colormap index %d out of range (0 - %d)", i, 255);
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lua_pushinteger(L, colormap[i]);
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return 1;
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}
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static int patch_get(lua_State *L)
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{
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patch_t *patch = *((patch_t **)luaL_checkudata(L, 1, META_PATCH));
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enum patch field = luaL_checkoption(L, 2, NULL, patch_opt);
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// patches are CURRENTLY always valid, expected to be cached with PU_STATIC
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// this may change in the future, so patch.valid still exists
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I_Assert(patch != NULL);
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switch (field)
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{
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case patch_valid:
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lua_pushboolean(L, patch != NULL);
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break;
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case patch_width:
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lua_pushinteger(L, SHORT(patch->width));
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break;
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case patch_height:
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lua_pushinteger(L, SHORT(patch->height));
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break;
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case patch_leftoffset:
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lua_pushinteger(L, SHORT(patch->leftoffset));
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break;
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case patch_topoffset:
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lua_pushinteger(L, SHORT(patch->topoffset));
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break;
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}
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return 1;
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}
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static int patch_set(lua_State *L)
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{
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return luaL_error(L, LUA_QL("patch_t") " struct cannot be edited by Lua.");
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}
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static int camera_get(lua_State *L)
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{
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camera_t *cam = *((camera_t **)luaL_checkudata(L, 1, META_CAMERA));
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enum cameraf field = luaL_checkoption(L, 2, NULL, camera_opt);
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// cameras should always be valid unless I'm a nutter
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I_Assert(cam != NULL);
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switch (field)
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{
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case camera_chase:
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lua_pushboolean(L, cam->chase);
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break;
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case camera_aiming:
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lua_pushinteger(L, cam->aiming);
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break;
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case camera_x:
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lua_pushinteger(L, cam->x);
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break;
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case camera_y:
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lua_pushinteger(L, cam->y);
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break;
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case camera_z:
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lua_pushinteger(L, cam->z);
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break;
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case camera_angle:
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lua_pushinteger(L, cam->angle);
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break;
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case camera_subsector:
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LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR);
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break;
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case camera_floorz:
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lua_pushinteger(L, cam->floorz);
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break;
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case camera_ceilingz:
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lua_pushinteger(L, cam->ceilingz);
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break;
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case camera_radius:
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lua_pushinteger(L, cam->radius);
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break;
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case camera_height:
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lua_pushinteger(L, cam->height);
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break;
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case camera_momx:
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lua_pushinteger(L, cam->momx);
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break;
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case camera_momy:
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lua_pushinteger(L, cam->momy);
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break;
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case camera_momz:
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lua_pushinteger(L, cam->momz);
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break;
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}
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return 1;
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}
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//
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// lib_draw
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//
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static int libd_patchExists(lua_State *L)
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{
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HUDONLY
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lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1)));
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return 1;
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}
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static int libd_cachePatch(lua_State *L)
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{
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HUDONLY
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LUA_PushUserdata(L, W_CachePatchName(luaL_checkstring(L, 1), PU_STATIC), META_PATCH);
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return 1;
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}
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// v.getSpritePatch(sprite, [frame, [angle]])
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static int libd_getSpritePatch(lua_State *L)
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{
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UINT32 i; // sprite prefix
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UINT32 frame = 0; // 'A'
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UINT8 angle = 0;
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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HUDONLY
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if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK
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{
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i = lua_tonumber(L, 1);
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if (i >= NUMSPRITES)
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return 0;
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}
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else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "THOK"
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{
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const char *name = lua_tostring(L, 1);
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for (i = 0; i < NUMSPRITES; i++)
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if (fastcmp(name, sprnames[i]))
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break;
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if (i >= NUMSPRITES)
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return 0;
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}
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else
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return 0;
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if (i == SPR_PLAY) // Use getSprite2Patch instead!
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return 0;
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sprdef = &sprites[i];
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// set frame number
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frame = luaL_optinteger(L, 2, 0);
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frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case
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if (frame >= sprdef->numframes)
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return 0;
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// set angle number
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sprframe = &sprdef->spriteframes[frame];
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angle = luaL_optinteger(L, 3, 1);
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// convert WAD editor angle numbers (1-8) to internal angle numbers (0-7)
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// keep 0 the same since we'll make it default to angle 1 (which is internally 0)
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// in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch
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if (angle != 0)
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angle--;
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if (angle >= 8) // out of range?
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return 0;
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// push both the patch and it's "flip" value
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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return 2;
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}
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// v.getSprite2Patch(skin, sprite, [super?,] [frame, [angle]])
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static int libd_getSprite2Patch(lua_State *L)
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{
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INT32 i; // skin number
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playersprite_t j; // sprite2 prefix
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UINT32 frame = 0; // 'A'
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UINT8 angle = 0;
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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boolean super = false; // add FF_SPR2SUPER to sprite2 if true
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HUDONLY
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// get skin first!
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if (lua_isnumber(L, 1)) // find skin by number
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{
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i = lua_tonumber(L, 1);
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if (i < 0 || i >= MAXSKINS)
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return luaL_error(L, "skin number %d out of range (0 - %d)", i, MAXSKINS-1);
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if (i >= numskins)
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return 0;
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}
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else // find skin by name
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{
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const char *name = luaL_checkstring(L, 1);
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for (i = 0; i < numskins; i++)
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if (fastcmp(skins[i].name, name))
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break;
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if (i >= numskins)
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return 0;
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}
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lua_remove(L, 1); // remove skin now
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if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR2_STND
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{
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j = lua_tonumber(L, 1);
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if (j & FF_SPR2SUPER) // e.g. SPR2_STND|FF_SPR2SUPER
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{
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super = true;
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j &= ~FF_SPR2SUPER; // remove flag so the next check doesn't fail
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}
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if (j >= free_spr2)
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return 0;
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}
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else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "STND"
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{
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const char *name = lua_tostring(L, 1);
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for (j = 0; j < free_spr2; j++)
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if (fastcmp(name, spr2names[j]))
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break;
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// if you want super flags you'll have to use the optional boolean following this
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if (j >= free_spr2)
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return 0;
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}
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else
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return 0;
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if (lua_isboolean(L, 2)) // optional boolean for superness
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{
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super = lua_toboolean(L, 2); // note: this can override FF_SPR2SUPER from sprite number
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lua_remove(L, 2); // remove
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}
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// if it's not boolean then just assume it's the frame number
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if (super)
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j |= FF_SPR2SUPER;
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j = P_GetSkinSprite2(&skins[i], j, NULL); // feed skin and current sprite2 through to change sprite2 used if necessary
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sprdef = &skins[i].sprites[j];
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// set frame number
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frame = luaL_optinteger(L, 2, 0);
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frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case
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if (frame >= sprdef->numframes)
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return 0;
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// set angle number
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sprframe = &sprdef->spriteframes[frame];
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angle = luaL_optinteger(L, 3, 1);
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// convert WAD editor angle numbers (1-8) to internal angle numbers (0-7)
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// keep 0 the same since we'll make it default to angle 1 (which is internally 0)
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// in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch
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if (angle != 0)
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angle--;
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if (angle >= 8) // out of range?
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return 0;
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// push both the patch and it's "flip" value
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LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
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lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
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return 2;
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}
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static int libd_draw(lua_State *L)
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{
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INT32 x, y, flags;
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patch_t *patch;
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const UINT8 *colormap = NULL;
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HUDONLY
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x = luaL_checkinteger(L, 1);
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y = luaL_checkinteger(L, 2);
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patch = *((patch_t **)luaL_checkudata(L, 3, META_PATCH));
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flags = luaL_optinteger(L, 4, 0);
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if (!lua_isnoneornil(L, 5))
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colormap = *((UINT8 **)luaL_checkudata(L, 5, META_COLORMAP));
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flags &= ~V_PARAMMASK; // Don't let crashes happen.
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V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, flags, patch, colormap);
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return 0;
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}
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static int libd_drawScaled(lua_State *L)
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{
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fixed_t x, y, scale;
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INT32 flags;
|
|
patch_t *patch;
|
|
const UINT8 *colormap = NULL;
|
|
|
|
HUDONLY
|
|
x = luaL_checkinteger(L, 1);
|
|
y = luaL_checkinteger(L, 2);
|
|
scale = luaL_checkinteger(L, 3);
|
|
if (scale < 0)
|
|
return luaL_error(L, "negative scale");
|
|
patch = *((patch_t **)luaL_checkudata(L, 4, META_PATCH));
|
|
flags = luaL_optinteger(L, 5, 0);
|
|
if (!lua_isnoneornil(L, 6))
|
|
colormap = *((UINT8 **)luaL_checkudata(L, 6, META_COLORMAP));
|
|
|
|
flags &= ~V_PARAMMASK; // Don't let crashes happen.
|
|
|
|
V_DrawFixedPatch(x, y, scale, flags, patch, colormap);
|
|
return 0;
|
|
}
|
|
|
|
static int libd_drawNum(lua_State *L)
|
|
{
|
|
INT32 x, y, flags, num;
|
|
HUDONLY
|
|
x = luaL_checkinteger(L, 1);
|
|
y = luaL_checkinteger(L, 2);
|
|
num = luaL_checkinteger(L, 3);
|
|
flags = luaL_optinteger(L, 4, 0);
|
|
flags &= ~V_PARAMMASK; // Don't let crashes happen.
|
|
|
|
V_DrawTallNum(x, y, flags, num);
|
|
return 0;
|
|
}
|
|
|
|
static int libd_drawPaddedNum(lua_State *L)
|
|
{
|
|
INT32 x, y, flags, num, digits;
|
|
HUDONLY
|
|
x = luaL_checkinteger(L, 1);
|
|
y = luaL_checkinteger(L, 2);
|
|
num = labs(luaL_checkinteger(L, 3));
|
|
digits = luaL_optinteger(L, 4, 2);
|
|
flags = luaL_optinteger(L, 5, 0);
|
|
flags &= ~V_PARAMMASK; // Don't let crashes happen.
|
|
|
|
V_DrawPaddedTallNum(x, y, flags, num, digits);
|
|
return 0;
|
|
}
|
|
|
|
static int libd_drawFill(lua_State *L)
|
|
{
|
|
INT32 x = luaL_optinteger(L, 1, 0);
|
|
INT32 y = luaL_optinteger(L, 2, 0);
|
|
INT32 w = luaL_optinteger(L, 3, BASEVIDWIDTH);
|
|
INT32 h = luaL_optinteger(L, 4, BASEVIDHEIGHT);
|
|
INT32 c = luaL_optinteger(L, 5, 31);
|
|
|
|
HUDONLY
|
|
V_DrawFill(x, y, w, h, c);
|
|
return 0;
|
|
}
|
|
|
|
static int libd_drawString(lua_State *L)
|
|
{
|
|
fixed_t x = luaL_checkinteger(L, 1);
|
|
fixed_t y = luaL_checkinteger(L, 2);
|
|
const char *str = luaL_checkstring(L, 3);
|
|
INT32 flags = luaL_optinteger(L, 4, V_ALLOWLOWERCASE);
|
|
enum align align = luaL_checkoption(L, 5, "left", align_opt);
|
|
|
|
flags &= ~V_PARAMMASK; // Don't let crashes happen.
|
|
|
|
HUDONLY
|
|
switch(align)
|
|
{
|
|
// hu_font
|
|
case align_left:
|
|
V_DrawString(x, y, flags, str);
|
|
break;
|
|
case align_center:
|
|
V_DrawCenteredString(x, y, flags, str);
|
|
break;
|
|
case align_right:
|
|
V_DrawRightAlignedString(x, y, flags, str);
|
|
break;
|
|
case align_fixed:
|
|
V_DrawStringAtFixed(x, y, flags, str);
|
|
break;
|
|
// hu_font, 0.5x scale
|
|
case align_small:
|
|
V_DrawSmallString(x, y, flags, str);
|
|
break;
|
|
case align_smallright:
|
|
V_DrawRightAlignedSmallString(x, y, flags, str);
|
|
break;
|
|
// tny_font
|
|
case align_thin:
|
|
V_DrawThinString(x, y, flags, str);
|
|
break;
|
|
case align_thinright:
|
|
V_DrawRightAlignedThinString(x, y, flags, str);
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int libd_stringWidth(lua_State *L)
|
|
{
|
|
const char *str = luaL_checkstring(L, 1);
|
|
INT32 flags = luaL_optinteger(L, 2, V_ALLOWLOWERCASE);
|
|
enum widtht widtht = luaL_checkoption(L, 3, "normal", widtht_opt);
|
|
|
|
HUDONLY
|
|
switch(widtht)
|
|
{
|
|
case widtht_normal: // hu_font
|
|
lua_pushinteger(L, V_StringWidth(str, flags));
|
|
break;
|
|
case widtht_small: // hu_font, 0.5x scale
|
|
lua_pushinteger(L, V_SmallStringWidth(str, flags));
|
|
break;
|
|
case widtht_thin: // tny_font
|
|
lua_pushinteger(L, V_ThinStringWidth(str, flags));
|
|
break;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
static int libd_getColormap(lua_State *L)
|
|
{
|
|
INT32 skinnum = TC_DEFAULT;
|
|
skincolors_t color = luaL_optinteger(L, 2, 0);
|
|
UINT8* colormap = NULL;
|
|
HUDONLY
|
|
if (lua_isnoneornil(L, 1))
|
|
; // defaults to TC_DEFAULT
|
|
else if (lua_type(L, 1) == LUA_TNUMBER) // skin number
|
|
{
|
|
skinnum = (INT32)luaL_checkinteger(L, 1);
|
|
if (skinnum < TC_BLINK || skinnum >= MAXSKINS)
|
|
return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_BLINK, MAXSKINS-1);
|
|
}
|
|
else // skin name
|
|
{
|
|
const char *skinname = luaL_checkstring(L, 1);
|
|
INT32 i = R_SkinAvailable(skinname);
|
|
if (i != -1) // if -1, just default to TC_DEFAULT as above
|
|
skinnum = i;
|
|
}
|
|
|
|
// all was successful above, now we generate the colormap at last!
|
|
|
|
colormap = R_GetTranslationColormap(skinnum, color, GTC_CACHE);
|
|
LUA_PushUserdata(L, colormap, META_COLORMAP); // push as META_COLORMAP userdata, specifically for patches to use!
|
|
return 1;
|
|
}
|
|
|
|
static int libd_fadeScreen(lua_State *L)
|
|
{
|
|
UINT16 color = luaL_checkinteger(L, 1);
|
|
UINT8 strength = luaL_checkinteger(L, 2);
|
|
const UINT8 maxstrength = ((color & 0xFF00) ? 32 : 10);
|
|
|
|
HUDONLY
|
|
|
|
if (!strength)
|
|
return 0;
|
|
|
|
if (strength > maxstrength)
|
|
return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength);
|
|
|
|
if (strength == maxstrength) // Allow as a shortcut for drawfill...
|
|
{
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color));
|
|
return 0;
|
|
}
|
|
|
|
V_DrawFadeScreen(color, strength);
|
|
return 0;
|
|
}
|
|
|
|
static int libd_width(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, vid.width); // push screen width
|
|
return 1;
|
|
}
|
|
|
|
static int libd_height(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, vid.height); // push screen height
|
|
return 1;
|
|
}
|
|
|
|
static int libd_dupx(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, vid.dupx); // push integral scale (patch scale)
|
|
lua_pushfixed(L, vid.fdupx); // push fixed point scale (position scale)
|
|
return 2;
|
|
}
|
|
|
|
static int libd_dupy(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, vid.dupy); // push integral scale (patch scale)
|
|
lua_pushfixed(L, vid.fdupy); // push fixed point scale (position scale)
|
|
return 2;
|
|
}
|
|
|
|
static int libd_renderer(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
switch (rendermode) {
|
|
case render_opengl: lua_pushliteral(L, "opengl"); break; // OpenGL renderer
|
|
case render_soft: lua_pushliteral(L, "software"); break; // Software renderer
|
|
default: lua_pushliteral(L, "none"); break; // render_none (for dedicated), in case there's any reason this should be run
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// M_RANDOM
|
|
//////////////
|
|
|
|
static int libd_RandomFixed(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushfixed(L, M_RandomFixed());
|
|
return 1;
|
|
}
|
|
|
|
static int libd_RandomByte(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, M_RandomByte());
|
|
return 1;
|
|
}
|
|
|
|
static int libd_RandomKey(lua_State *L)
|
|
{
|
|
INT32 a = (INT32)luaL_checkinteger(L, 1);
|
|
|
|
HUDONLY
|
|
if (a > 65536)
|
|
LUA_UsageWarning(L, "v.RandomKey: range > 65536 is undefined behavior");
|
|
lua_pushinteger(L, M_RandomKey(a));
|
|
return 1;
|
|
}
|
|
|
|
static int libd_RandomRange(lua_State *L)
|
|
{
|
|
INT32 a = (INT32)luaL_checkinteger(L, 1);
|
|
INT32 b = (INT32)luaL_checkinteger(L, 2);
|
|
|
|
HUDONLY
|
|
if (b < a) {
|
|
INT32 c = a;
|
|
a = b;
|
|
b = c;
|
|
}
|
|
if ((b-a+1) > 65536)
|
|
LUA_UsageWarning(L, "v.RandomRange: range > 65536 is undefined behavior");
|
|
lua_pushinteger(L, M_RandomRange(a, b));
|
|
return 1;
|
|
}
|
|
|
|
// Macros.
|
|
static int libd_SignedRandom(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, M_SignedRandom());
|
|
return 1;
|
|
}
|
|
|
|
static int libd_RandomChance(lua_State *L)
|
|
{
|
|
fixed_t p = luaL_checkfixed(L, 1);
|
|
HUDONLY
|
|
lua_pushboolean(L, M_RandomChance(p));
|
|
return 1;
|
|
}
|
|
|
|
// 30/10/18 Lat': Get cv_translucenthud's value for HUD rendering as a normal V_xxTRANS int
|
|
// Could as well be thrown in global vars for ease of access but I guess it makes sense for it to be a HUD fn
|
|
static int libd_getlocaltransflag(lua_State *L)
|
|
{
|
|
HUDONLY
|
|
lua_pushinteger(L, (10-cv_translucenthud.value)*V_10TRANS); // A bit weird that it's called "translucenthud" yet 10 is fully opaque :V
|
|
return 1;
|
|
}
|
|
|
|
static luaL_Reg lib_draw[] = {
|
|
// cache
|
|
{"patchExists", libd_patchExists},
|
|
{"cachePatch", libd_cachePatch},
|
|
{"getSpritePatch", libd_getSpritePatch},
|
|
{"getSprite2Patch", libd_getSprite2Patch},
|
|
{"getColormap", libd_getColormap},
|
|
// drawing
|
|
{"draw", libd_draw},
|
|
{"drawScaled", libd_drawScaled},
|
|
{"drawNum", libd_drawNum},
|
|
{"drawPaddedNum", libd_drawPaddedNum},
|
|
{"drawFill", libd_drawFill},
|
|
{"drawString", libd_drawString},
|
|
{"fadeScreen", libd_fadeScreen},
|
|
// misc
|
|
{"stringWidth", libd_stringWidth},
|
|
// m_random
|
|
{"RandomFixed",libd_RandomFixed},
|
|
{"RandomByte",libd_RandomByte},
|
|
{"RandomKey",libd_RandomKey},
|
|
{"RandomRange",libd_RandomRange},
|
|
{"SignedRandom",libd_SignedRandom}, // MACRO
|
|
{"RandomChance",libd_RandomChance}, // MACRO
|
|
// properties
|
|
{"width", libd_width},
|
|
{"height", libd_height},
|
|
{"dupx", libd_dupx},
|
|
{"dupy", libd_dupy},
|
|
{"renderer", libd_renderer},
|
|
{"localTransFlag", libd_getlocaltransflag},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
//
|
|
// lib_hud
|
|
//
|
|
|
|
// enable vanilla HUD element
|
|
static int lib_hudenable(lua_State *L)
|
|
{
|
|
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
|
|
hud_enabled[option/8] |= 1<<(option%8);
|
|
return 0;
|
|
}
|
|
|
|
// disable vanilla HUD element
|
|
static int lib_huddisable(lua_State *L)
|
|
{
|
|
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
|
|
hud_enabled[option/8] &= ~(1<<(option%8));
|
|
return 0;
|
|
}
|
|
|
|
// 30/10/18: Lat': How come this wasn't here before?
|
|
static int lib_hudenabled(lua_State *L)
|
|
{
|
|
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
|
|
if (hud_enabled[option/8] & (1<<(option%8)))
|
|
lua_pushboolean(L, true);
|
|
else
|
|
lua_pushboolean(L, false);
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// add a HUD element for rendering
|
|
static int lib_hudadd(lua_State *L)
|
|
{
|
|
enum hudhook field;
|
|
|
|
luaL_checktype(L, 1, LUA_TFUNCTION);
|
|
field = luaL_checkoption(L, 2, "game", hudhook_opt);
|
|
|
|
if (!lua_lumploading)
|
|
return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
|
|
|
|
lua_getfield(L, LUA_REGISTRYINDEX, "HUD");
|
|
I_Assert(lua_istable(L, -1));
|
|
lua_rawgeti(L, -1, field+2); // HUD[2+]
|
|
I_Assert(lua_istable(L, -1));
|
|
lua_remove(L, -2);
|
|
|
|
lua_pushvalue(L, 1);
|
|
lua_rawseti(L, -2, (int)(lua_objlen(L, -2) + 1));
|
|
|
|
hudAvailable |= 1<<field;
|
|
return 0;
|
|
}
|
|
|
|
static luaL_Reg lib_hud[] = {
|
|
{"enable", lib_hudenable},
|
|
{"disable", lib_huddisable},
|
|
{"enabled", lib_hudenabled},
|
|
{"add", lib_hudadd},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
//
|
|
//
|
|
//
|
|
|
|
int LUA_HudLib(lua_State *L)
|
|
{
|
|
memset(hud_enabled, 0xff, (hud_MAX/8)+1);
|
|
|
|
lua_newtable(L); // HUD registry table
|
|
lua_newtable(L);
|
|
luaL_register(L, NULL, lib_draw);
|
|
lua_rawseti(L, -2, 1); // HUD[1] = lib_draw
|
|
|
|
lua_newtable(L);
|
|
lua_rawseti(L, -2, 2); // HUD[2] = game rendering functions array
|
|
|
|
lua_newtable(L);
|
|
lua_rawseti(L, -2, 3); // HUD[2] = scores rendering functions array
|
|
|
|
lua_newtable(L);
|
|
lua_rawseti(L, -2, 4); // HUD[3] = title rendering functions array
|
|
lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
|
|
|
|
luaL_newmetatable(L, META_HUDINFO);
|
|
lua_pushcfunction(L, hudinfo_get);
|
|
lua_setfield(L, -2, "__index");
|
|
|
|
lua_pushcfunction(L, hudinfo_set);
|
|
lua_setfield(L, -2, "__newindex");
|
|
|
|
lua_pushcfunction(L, hudinfo_num);
|
|
lua_setfield(L, -2, "__len");
|
|
lua_pop(L,1);
|
|
|
|
lua_newuserdata(L, 0);
|
|
lua_createtable(L, 0, 2);
|
|
lua_pushcfunction(L, lib_getHudInfo);
|
|
lua_setfield(L, -2, "__index");
|
|
|
|
lua_pushcfunction(L, lib_hudinfolen);
|
|
lua_setfield(L, -2, "__len");
|
|
lua_setmetatable(L, -2);
|
|
lua_setglobal(L, "hudinfo");
|
|
|
|
luaL_newmetatable(L, META_COLORMAP);
|
|
lua_pushcfunction(L, colormap_get);
|
|
lua_setfield(L, -2, "__index");
|
|
lua_pop(L,1);
|
|
|
|
luaL_newmetatable(L, META_PATCH);
|
|
lua_pushcfunction(L, patch_get);
|
|
lua_setfield(L, -2, "__index");
|
|
|
|
lua_pushcfunction(L, patch_set);
|
|
lua_setfield(L, -2, "__newindex");
|
|
lua_pop(L,1);
|
|
|
|
luaL_newmetatable(L, META_CAMERA);
|
|
lua_pushcfunction(L, camera_get);
|
|
lua_setfield(L, -2, "__index");
|
|
lua_pop(L,1);
|
|
|
|
luaL_register(L, "hud", lib_hud);
|
|
return 0;
|
|
}
|
|
|
|
boolean LUA_HudEnabled(enum hud option)
|
|
{
|
|
if (!gL || hud_enabled[option/8] & (1<<(option%8)))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// Hook for HUD rendering
|
|
void LUAh_GameHUD(player_t *stplayr)
|
|
{
|
|
if (!gL || !(hudAvailable & (1<<hudhook_game)))
|
|
return;
|
|
|
|
hud_running = true;
|
|
lua_pop(gL, -1);
|
|
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_rawgeti(gL, -1, 2); // HUD[2] = rendering funcs
|
|
I_Assert(lua_istable(gL, -1));
|
|
|
|
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_remove(gL, -3); // pop HUD
|
|
LUA_PushUserdata(gL, stplayr, META_PLAYER);
|
|
|
|
if (splitscreen && stplayr == &players[secondarydisplayplayer])
|
|
LUA_PushUserdata(gL, &camera2, META_CAMERA);
|
|
else
|
|
LUA_PushUserdata(gL, &camera, META_CAMERA);
|
|
|
|
lua_pushnil(gL);
|
|
while (lua_next(gL, -5) != 0) {
|
|
lua_pushvalue(gL, -5); // graphics library (HUD[1])
|
|
lua_pushvalue(gL, -5); // stplayr
|
|
lua_pushvalue(gL, -5); // camera
|
|
LUA_Call(gL, 3);
|
|
}
|
|
lua_pop(gL, -1);
|
|
hud_running = false;
|
|
}
|
|
|
|
void LUAh_ScoresHUD(void)
|
|
{
|
|
if (!gL || !(hudAvailable & (1<<hudhook_scores)))
|
|
return;
|
|
|
|
hud_running = true;
|
|
lua_pop(gL, -1);
|
|
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_rawgeti(gL, -1, 3); // HUD[3] = rendering funcs
|
|
I_Assert(lua_istable(gL, -1));
|
|
|
|
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_remove(gL, -3); // pop HUD
|
|
lua_pushnil(gL);
|
|
while (lua_next(gL, -3) != 0) {
|
|
lua_pushvalue(gL, -3); // graphics library (HUD[1])
|
|
LUA_Call(gL, 1);
|
|
}
|
|
lua_pop(gL, -1);
|
|
hud_running = false;
|
|
}
|
|
|
|
void LUAh_TitleHUD(void)
|
|
{
|
|
if (!gL || !(hudAvailable & (1<<hudhook_title)))
|
|
return;
|
|
|
|
hud_running = true;
|
|
lua_pop(gL, -1);
|
|
|
|
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
|
|
I_Assert(lua_istable(gL, -1));
|
|
|
|
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
|
|
I_Assert(lua_istable(gL, -1));
|
|
lua_remove(gL, -3); // pop HUD
|
|
lua_pushnil(gL);
|
|
while (lua_next(gL, -3) != 0) {
|
|
lua_pushvalue(gL, -3); // graphics library (HUD[1])
|
|
LUA_Call(gL, 1);
|
|
}
|
|
lua_pop(gL, -1);
|
|
hud_running = false;
|
|
}
|
|
|
|
#endif
|