SRB2/src/lua_hudlib.c
toaster 1d65caa250 With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
* 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.
2019-06-18 17:55:57 +01:00

1083 lines
24 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2014-2016 by John "JTE" Muniz.
// Copyright (C) 2014-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_hudlib.c
/// \brief custom HUD rendering library for Lua scripting
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "fastcmp.h"
#include "r_defs.h"
#include "r_local.h"
#include "st_stuff.h" // hudinfo[]
#include "g_game.h"
#include "i_video.h" // rendermode
#include "p_local.h" // camera_t
#include "screen.h" // screen width/height
#include "m_random.h" // m_random
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h"
#define HUDONLY if (!hud_running) return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
boolean hud_running = false;
static UINT8 hud_enabled[(hud_MAX/8)+1];
static UINT8 hudAvailable; // hud hooks field
// must match enum hud in lua_hud.h
static const char *const hud_disable_options[] = {
"stagetitle",
"textspectator",
"score",
"time",
"rings",
"lives",
"weaponrings",
"powerstones",
"nightslink",
"nightsdrill",
"nightsrings",
"nightsscore",
"nightstime",
"nightsrecords",
"rankings",
"coopemeralds",
"tokens",
"tabemblems",
NULL};
enum hudinfo {
hudinfo_x = 0,
hudinfo_y,
hudinfo_f
};
static const char *const hudinfo_opt[] = {
"x",
"y",
"f",
NULL};
enum patch {
patch_valid = 0,
patch_width,
patch_height,
patch_leftoffset,
patch_topoffset
};
static const char *const patch_opt[] = {
"valid",
"width",
"height",
"leftoffset",
"topoffset",
NULL};
enum hudhook {
hudhook_game = 0,
hudhook_scores,
hudhook_title
};
static const char *const hudhook_opt[] = {
"game",
"scores",
"title",
NULL};
// alignment types for v.drawString
enum align {
align_left = 0,
align_center,
align_right,
align_fixed,
align_small,
align_smallright,
align_thin,
align_thinright
};
static const char *const align_opt[] = {
"left",
"center",
"right",
"fixed",
"small",
"small-right",
"thin",
"thin-right",
NULL};
// width types for v.stringWidth
enum widtht {
widtht_normal = 0,
widtht_small,
widtht_thin
};
static const char *const widtht_opt[] = {
"normal",
"small",
"thin",
NULL};
enum cameraf {
camera_chase = 0,
camera_aiming,
camera_x,
camera_y,
camera_z,
camera_angle,
camera_subsector,
camera_floorz,
camera_ceilingz,
camera_radius,
camera_height,
camera_momx,
camera_momy,
camera_momz
};
static const char *const camera_opt[] = {
"chase",
"aiming",
"x",
"y",
"z",
"angle",
"subsector",
"floorz",
"ceilingz",
"radius",
"height",
"momx",
"momy",
"momz",
NULL};
static int lib_getHudInfo(lua_State *L)
{
UINT32 i;
lua_remove(L, 1);
i = luaL_checkinteger(L, 1);
if (i >= NUMHUDITEMS)
return luaL_error(L, "hudinfo[] index %d out of range (0 - %d)", i, NUMHUDITEMS-1);
LUA_PushUserdata(L, &hudinfo[i], META_HUDINFO);
return 1;
}
static int lib_hudinfolen(lua_State *L)
{
lua_pushinteger(L, NUMHUDITEMS);
return 1;
}
static int hudinfo_get(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
I_Assert(info != NULL); // huditems are always valid
switch(field)
{
case hudinfo_x:
lua_pushinteger(L, info->x);
break;
case hudinfo_y:
lua_pushinteger(L, info->y);
break;
case hudinfo_f:
lua_pushinteger(L, info->f);
break;
}
return 1;
}
static int hudinfo_set(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
I_Assert(info != NULL);
switch(field)
{
case hudinfo_x:
info->x = (INT32)luaL_checkinteger(L, 3);
break;
case hudinfo_y:
info->y = (INT32)luaL_checkinteger(L, 3);
break;
case hudinfo_f:
info->f = (INT32)luaL_checkinteger(L, 3);
break;
}
return 0;
}
static int hudinfo_num(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
lua_pushinteger(L, info-hudinfo);
return 1;
}
static int colormap_get(lua_State *L)
{
const UINT8 *colormap = *((UINT8 **)luaL_checkudata(L, 1, META_COLORMAP));
UINT32 i = luaL_checkinteger(L, 2);
if (i >= 256)
return luaL_error(L, "colormap index %d out of range (0 - %d)", i, 255);
lua_pushinteger(L, colormap[i]);
return 1;
}
static int patch_get(lua_State *L)
{
patch_t *patch = *((patch_t **)luaL_checkudata(L, 1, META_PATCH));
enum patch field = luaL_checkoption(L, 2, NULL, patch_opt);
// patches are CURRENTLY always valid, expected to be cached with PU_STATIC
// this may change in the future, so patch.valid still exists
I_Assert(patch != NULL);
switch (field)
{
case patch_valid:
lua_pushboolean(L, patch != NULL);
break;
case patch_width:
lua_pushinteger(L, SHORT(patch->width));
break;
case patch_height:
lua_pushinteger(L, SHORT(patch->height));
break;
case patch_leftoffset:
lua_pushinteger(L, SHORT(patch->leftoffset));
break;
case patch_topoffset:
lua_pushinteger(L, SHORT(patch->topoffset));
break;
}
return 1;
}
static int patch_set(lua_State *L)
{
return luaL_error(L, LUA_QL("patch_t") " struct cannot be edited by Lua.");
}
static int camera_get(lua_State *L)
{
camera_t *cam = *((camera_t **)luaL_checkudata(L, 1, META_CAMERA));
enum cameraf field = luaL_checkoption(L, 2, NULL, camera_opt);
// cameras should always be valid unless I'm a nutter
I_Assert(cam != NULL);
switch (field)
{
case camera_chase:
lua_pushboolean(L, cam->chase);
break;
case camera_aiming:
lua_pushinteger(L, cam->aiming);
break;
case camera_x:
lua_pushinteger(L, cam->x);
break;
case camera_y:
lua_pushinteger(L, cam->y);
break;
case camera_z:
lua_pushinteger(L, cam->z);
break;
case camera_angle:
lua_pushinteger(L, cam->angle);
break;
case camera_subsector:
LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR);
break;
case camera_floorz:
lua_pushinteger(L, cam->floorz);
break;
case camera_ceilingz:
lua_pushinteger(L, cam->ceilingz);
break;
case camera_radius:
lua_pushinteger(L, cam->radius);
break;
case camera_height:
lua_pushinteger(L, cam->height);
break;
case camera_momx:
lua_pushinteger(L, cam->momx);
break;
case camera_momy:
lua_pushinteger(L, cam->momy);
break;
case camera_momz:
lua_pushinteger(L, cam->momz);
break;
}
return 1;
}
//
// lib_draw
//
static int libd_patchExists(lua_State *L)
{
HUDONLY
lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1)));
return 1;
}
static int libd_cachePatch(lua_State *L)
{
HUDONLY
LUA_PushUserdata(L, W_CachePatchName(luaL_checkstring(L, 1), PU_STATIC), META_PATCH);
return 1;
}
// v.getSpritePatch(sprite, [frame, [angle]])
static int libd_getSpritePatch(lua_State *L)
{
UINT32 i; // sprite prefix
UINT32 frame = 0; // 'A'
UINT8 angle = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
HUDONLY
if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK
{
i = lua_tonumber(L, 1);
if (i >= NUMSPRITES)
return 0;
}
else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "THOK"
{
const char *name = lua_tostring(L, 1);
for (i = 0; i < NUMSPRITES; i++)
if (fastcmp(name, sprnames[i]))
break;
if (i >= NUMSPRITES)
return 0;
}
else
return 0;
if (i == SPR_PLAY) // Use getSprite2Patch instead!
return 0;
sprdef = &sprites[i];
// set frame number
frame = luaL_optinteger(L, 2, 0);
frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case
if (frame >= sprdef->numframes)
return 0;
// set angle number
sprframe = &sprdef->spriteframes[frame];
angle = luaL_optinteger(L, 3, 1);
// convert WAD editor angle numbers (1-8) to internal angle numbers (0-7)
// keep 0 the same since we'll make it default to angle 1 (which is internally 0)
// in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch
if (angle != 0)
angle--;
if (angle >= 8) // out of range?
return 0;
// push both the patch and it's "flip" value
LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
return 2;
}
// v.getSprite2Patch(skin, sprite, [super?,] [frame, [angle]])
static int libd_getSprite2Patch(lua_State *L)
{
INT32 i; // skin number
playersprite_t j; // sprite2 prefix
UINT32 frame = 0; // 'A'
UINT8 angle = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
boolean super = false; // add FF_SPR2SUPER to sprite2 if true
HUDONLY
// get skin first!
if (lua_isnumber(L, 1)) // find skin by number
{
i = lua_tonumber(L, 1);
if (i < 0 || i >= MAXSKINS)
return luaL_error(L, "skin number %d out of range (0 - %d)", i, MAXSKINS-1);
if (i >= numskins)
return 0;
}
else // find skin by name
{
const char *name = luaL_checkstring(L, 1);
for (i = 0; i < numskins; i++)
if (fastcmp(skins[i].name, name))
break;
if (i >= numskins)
return 0;
}
lua_remove(L, 1); // remove skin now
if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR2_STND
{
j = lua_tonumber(L, 1);
if (j & FF_SPR2SUPER) // e.g. SPR2_STND|FF_SPR2SUPER
{
super = true;
j &= ~FF_SPR2SUPER; // remove flag so the next check doesn't fail
}
if (j >= free_spr2)
return 0;
}
else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "STND"
{
const char *name = lua_tostring(L, 1);
for (j = 0; j < free_spr2; j++)
if (fastcmp(name, spr2names[j]))
break;
// if you want super flags you'll have to use the optional boolean following this
if (j >= free_spr2)
return 0;
}
else
return 0;
if (lua_isboolean(L, 2)) // optional boolean for superness
{
super = lua_toboolean(L, 2); // note: this can override FF_SPR2SUPER from sprite number
lua_remove(L, 2); // remove
}
// if it's not boolean then just assume it's the frame number
if (super)
j |= FF_SPR2SUPER;
j = P_GetSkinSprite2(&skins[i], j, NULL); // feed skin and current sprite2 through to change sprite2 used if necessary
sprdef = &skins[i].sprites[j];
// set frame number
frame = luaL_optinteger(L, 2, 0);
frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case
if (frame >= sprdef->numframes)
return 0;
// set angle number
sprframe = &sprdef->spriteframes[frame];
angle = luaL_optinteger(L, 3, 1);
// convert WAD editor angle numbers (1-8) to internal angle numbers (0-7)
// keep 0 the same since we'll make it default to angle 1 (which is internally 0)
// in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch
if (angle != 0)
angle--;
if (angle >= 8) // out of range?
return 0;
// push both the patch and it's "flip" value
LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH);
lua_pushboolean(L, (sprframe->flip & (1<<angle)) != 0);
return 2;
}
static int libd_draw(lua_State *L)
{
INT32 x, y, flags;
patch_t *patch;
const UINT8 *colormap = NULL;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
patch = *((patch_t **)luaL_checkudata(L, 3, META_PATCH));
flags = luaL_optinteger(L, 4, 0);
if (!lua_isnoneornil(L, 5))
colormap = *((UINT8 **)luaL_checkudata(L, 5, META_COLORMAP));
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, flags, patch, colormap);
return 0;
}
static int libd_drawScaled(lua_State *L)
{
fixed_t x, y, scale;
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