SRB2/src/lua_mobjlib.c
Monster Iestyn 268bde3fdf Merge branch 'public_next'
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/dehacked.c
#	src/g_game.h
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_hudlib.c
#	src/lua_libs.h
#	src/lua_maplib.c
#	src/lua_script.c
#	src/m_misc.h
#	src/p_mobj.c
#	src/s_sound.c
#	src/sdl12/mixer_sound.c
#	src/w_wad.c
2018-11-10 15:41:57 +00:00

881 lines
20 KiB
C

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