SRB2/src/lua_baselib.c
2019-08-03 16:23:51 -04:00

2964 lines
74 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by John "JTE" Muniz.
// Copyright (C) 2012-2018 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_baselib.c
/// \brief basic functions for Lua scripting
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "p_local.h"
#include "p_setup.h" // So we can have P_SetupLevelSky
#ifdef ESLOPE
#include "p_slopes.h" // P_GetZAt
#endif
#include "z_zone.h"
#include "r_main.h"
#include "r_things.h"
#include "m_random.h"
#include "s_sound.h"
#include "g_game.h"
#include "hu_stuff.h" // HU_AddChatText
#include "console.h"
#include "d_netcmd.h" // IsPlayerAdmin
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
boolean luaL_checkboolean(lua_State *L, int narg) {
luaL_checktype(L, narg, LUA_TBOOLEAN);
return lua_toboolean(L, narg);
}
// String concatination
static int lib_concat(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
int i;
char *r = NULL;
size_t rl = 0,sl;
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++) {
const char *s;
lua_pushvalue(L, -1); /* function to be called */
lua_pushvalue(L, i); /* value to print */
lua_call(L, 1, 1);
s = lua_tolstring(L, -1, &sl); /* get result */
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to "
LUA_QL("__add"));
r = Z_Realloc(r, rl+sl, PU_STATIC, NULL);
M_Memcpy(r+rl, s, sl);
rl += sl;
lua_pop(L, 1); /* pop result */
}
lua_pushlstring(L, r, rl);
Z_Free(r);
return 1;
}
// Wrapper for CONS_Printf
// Copied from base Lua code
static int lib_print(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
int i;
//HUDSAFE
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++) {
const char *s;
lua_pushvalue(L, -1); /* function to be called */
lua_pushvalue(L, i); /* value to print */
lua_call(L, 1, 1);
s = lua_tostring(L, -1); /* get result */
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to "
LUA_QL("print"));
if (i>1) CONS_Printf("\n");
CONS_Printf("%s", s);
lua_pop(L, 1); /* pop result */
}
CONS_Printf("\n");
return 0;
}
// Print stuff in the chat, or in the console if we can't.
static int lib_chatprint(lua_State *L)
{
const char *str = luaL_checkstring(L, 1); // retrieve string
boolean sound = lua_optboolean(L, 2); // retrieve sound boolean
int len = strlen(str);
if (str == NULL) // error if we don't have a string!
return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprint"));
if (len > 255) // string is too long!!!
return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer.");
HU_AddChatText(str, sound);
return 0;
}
// Same as above, but do it for only one player.
static int lib_chatprintf(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
const char *str = luaL_checkstring(L, 2); // retrieve string
boolean sound = lua_optboolean(L, 3); // sound?
int len = strlen(str);
player_t *plr;
if (n < 2)
return luaL_error(L, "chatprintf requires at least two arguments: player and text.");
plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); // retrieve player
if (!plr)
return LUA_ErrInvalid(L, "player_t");
if (plr != &players[consoleplayer])
return 0;
if (str == NULL) // error if we don't have a string!
return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprintf"));
if (len > 255) // string is too long!!!
return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer.");
HU_AddChatText(str, sound);
return 0;
}
static const struct {
const char *meta;
const char *utype;
} meta2utype[] = {
{META_STATE, "state_t"},
{META_MOBJINFO, "mobjinfo_t"},
{META_SFXINFO, "sfxinfo_t"},
{META_MOBJ, "mobj_t"},
{META_MAPTHING, "mapthing_t"},
{META_PLAYER, "player_t"},
{META_TICCMD, "ticcmd_t"},
{META_SKIN, "skin_t"},
{META_POWERS, "player_t.powers"},
{META_SOUNDSID, "skin_t.soundsid"},
{META_VERTEX, "vertex_t"},
{META_LINE, "line_t"},
{META_SIDE, "side_t"},
{META_SUBSECTOR, "subsector_t"},
{META_SECTOR, "sector_t"},
{META_FFLOOR, "ffloor_t"},
#ifdef HAVE_LUA_SEGS
{META_SEG, "seg_t"},
{META_NODE, "node_t"},
#endif
{META_MAPHEADER, "mapheader_t"},
{META_CVAR, "consvar_t"},
{META_SECTORLINES, "sector_t.lines"},
{META_SIDENUM, "line_t.sidenum"},
#ifdef HAVE_LUA_SEGS
{META_NODEBBOX, "node_t.bbox"},
{META_NODECHILDREN, "node_t.children"},
#endif
{META_BBOX, "bbox"},
{META_HUDINFO, "hudinfo_t"},
{META_PATCH, "patch_t"},
{META_COLORMAP, "colormap"},
{META_CAMERA, "camera_t"},
{META_ACTION, "action"},
{NULL, NULL}
};
// goes through the above list and returns the utype string for the userdata type
// returns "unknown" instead if we couldn't find the right userdata type
static const char *GetUserdataUType(lua_State *L)
{
UINT8 i;
lua_getmetatable(L, -1);
for (i = 0; meta2utype[i].meta; i++)
{
luaL_getmetatable(L, meta2utype[i].meta);
if (lua_rawequal(L, -1, -2))
{
lua_pop(L, 2);
return meta2utype[i].utype;
}
lua_pop(L, 1);
}
lua_pop(L, 1);
return "unknown";
}
// Return a string representing the type of userdata the given var is
// e.g. players[0] -> "player_t"
// or players[0].powers -> "player_t.powers"
static int lib_userdataType(lua_State *L)
{
lua_settop(L, 1); // pop everything except arg 1 (in case somebody decided to add more)
luaL_checktype(L, 1, LUA_TUSERDATA);
lua_pushstring(L, GetUserdataUType(L));
return 1;
}
static int lib_isPlayerAdmin(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, IsPlayerAdmin(player-players));
return 1;
}
// M_RANDOM
//////////////
static int lib_pRandomFixed(lua_State *L)
{
NOHUD
lua_pushfixed(L, P_RandomFixed());
return 1;
}
static int lib_pRandomByte(lua_State *L)
{
NOHUD
lua_pushinteger(L, P_RandomByte());
return 1;
}
static int lib_pRandomKey(lua_State *L)
{
INT32 a = (INT32)luaL_checkinteger(L, 1);
NOHUD
if (a > 65536)
LUA_UsageWarning(L, "P_RandomKey: range > 65536 is undefined behavior");
lua_pushinteger(L, P_RandomKey(a));
return 1;
}
static int lib_pRandomRange(lua_State *L)
{
INT32 a = (INT32)luaL_checkinteger(L, 1);
INT32 b = (INT32)luaL_checkinteger(L, 2);
NOHUD
if (b < a) {
INT32 c = a;
a = b;
b = c;
}
if ((b-a+1) > 65536)
LUA_UsageWarning(L, "P_RandomRange: range > 65536 is undefined behavior");
lua_pushinteger(L, P_RandomRange(a, b));
return 1;
}
// Macros.
static int lib_pSignedRandom(lua_State *L)
{
NOHUD
lua_pushinteger(L, P_SignedRandom());
return 1;
}
static int lib_pRandomChance(lua_State *L)
{
fixed_t p = luaL_checkfixed(L, 1);
NOHUD
lua_pushboolean(L, P_RandomChance(p));
return 1;
}
// P_MAPUTIL
///////////////
static int lib_pAproxDistance(lua_State *L)
{
fixed_t dx = luaL_checkfixed(L, 1);
fixed_t dy = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushfixed(L, P_AproxDistance(dx, dy));
return 1;
}
static int lib_pClosestPointOnLine(lua_State *L)
{
int n = lua_gettop(L);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
vertex_t result;
//HUDSAFE
if (lua_isuserdata(L, 3)) // use a real linedef to get our points
{
line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
if (!line)
return LUA_ErrInvalid(L, "line_t");
P_ClosestPointOnLine(x, y, line, &result);
}
else // use custom coordinates of our own!
{
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
if (n < 6)
return luaL_error(L, "arguments 3 to 6 not all given (expected 4 fixed-point integers)");
v1.x = luaL_checkfixed(L, 3);
v1.y = luaL_checkfixed(L, 4);
v2.x = luaL_checkfixed(L, 5);
v2.y = luaL_checkfixed(L, 6);
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
P_ClosestPointOnLine(x, y, &junk, &result);
}
lua_pushfixed(L, result.x);
lua_pushfixed(L, result.y);
return 2;
}
static int lib_pPointOnLineSide(lua_State *L)
{
int n = lua_gettop(L);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
if (lua_isuserdata(L, 3)) // use a real linedef to get our points
{
line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
if (!line)
return LUA_ErrInvalid(L, "line_t");
lua_pushinteger(L, P_PointOnLineSide(x, y, line));
}
else // use custom coordinates of our own!
{
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
if (n < 6)
return luaL_error(L, "arguments 3 to 6 not all given (expected 4 fixed-point integers)");
v1.x = luaL_checkfixed(L, 3);
v1.y = luaL_checkfixed(L, 4);
v2.x = luaL_checkfixed(L, 5);
v2.y = luaL_checkfixed(L, 6);
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
lua_pushinteger(L, P_PointOnLineSide(x, y, &junk));
}
return 1;
}
// P_ENEMY
/////////////
static int lib_pCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMeleeRange(actor));
return 1;
}
static int lib_pJetbCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_JetbCheckMeleeRange(actor));
return 1;
}
static int lib_pFaceStabCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_FaceStabCheckMeleeRange(actor));
return 1;
}
static int lib_pSkimCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SkimCheckMeleeRange(actor));
return 1;
}
static int lib_pCheckMissileRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMissileRange(actor));
return 1;
}
static int lib_pNewChaseDir(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_NewChaseDir(actor);
return 0;
}
static int lib_pLookForPlayers(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t dist = (fixed_t)luaL_optinteger(L, 2, 0);
boolean allaround = lua_optboolean(L, 3);
boolean tracer = lua_optboolean(L, 4);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_LookForPlayers(actor, allaround, tracer, dist));
return 1;
}
// P_MOBJ
////////////
static int lib_pSpawnMobj(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
mobjtype_t type = luaL_checkinteger(L, 4);
NOHUD
INLEVEL
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ);
return 1;
}
static int lib_pSpawnMobjFromMobj(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
mobjtype_t type = luaL_checkinteger(L, 5);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnMobjFromMobj(actor, x, y, z, type), META_MOBJ);
return 1;
}
static int lib_pRemoveMobj(lua_State *L)
{
mobj_t *th = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!th)
return LUA_ErrInvalid(L, "mobj_t");
if (th->player)
return luaL_error(L, "Attempt to remove player mobj with P_RemoveMobj.");
P_RemoveMobj(th);
return 0;
}
// P_IsValidSprite2 technically doesn't exist, and probably never should... but too much would need to be exposed to allow this to be checked by other methods.
static int lib_pIsValidSprite2(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2);
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes)));
return 1;
}
// P_SpawnLockOn doesn't exist either, but we want to expose making a local mobj without encouraging hacks.
static int lib_pSpawnLockOn(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *lockon = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
statenum_t state = luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!lockon)
return LUA_ErrInvalid(L, "mobj_t");
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (state >= NUMSTATES)
return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1);
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockon);
visual->flags2 |= MF2_DONTDRAW;
P_SetMobjStateNF(visual, state);
}
return 0;
}
static int lib_pSpawnMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnMissile(source, dest, type), META_MOBJ);
return 1;
}
static int lib_pSpawnXYZMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
fixed_t x = luaL_checkfixed(L, 4);
fixed_t y = luaL_checkfixed(L, 5);
fixed_t z = luaL_checkfixed(L, 6);
NOHUD
INLEVEL
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnXYZMissile(source, dest, type, x, y, z), META_MOBJ);
return 1;
}
static int lib_pSpawnPointMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t xa = luaL_checkfixed(L, 2);
fixed_t ya = luaL_checkfixed(L, 3);
fixed_t za = luaL_checkfixed(L, 4);
mobjtype_t type = luaL_checkinteger(L, 5);
fixed_t x = luaL_checkfixed(L, 6);
fixed_t y = luaL_checkfixed(L, 7);
fixed_t z = luaL_checkfixed(L, 8);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnPointMissile(source, xa, ya, za, type, x, y, z), META_MOBJ);
return 1;
}
static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
fixed_t x = luaL_checkfixed(L, 3);
fixed_t y = luaL_checkfixed(L, 4);
fixed_t z = luaL_checkfixed(L, 5);
INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnAlteredDirectionMissile(source, type, x, y, z, shiftingAngle), META_MOBJ);
return 1;
}
static int lib_pColorTeamMissile(lua_State *L)
{
mobj_t *missile = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *source = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
NOHUD
INLEVEL
if (!missile)
return LUA_ErrInvalid(L, "mobj_t");
if (!source)
return LUA_ErrInvalid(L, "player_t");
P_ColorTeamMissile(missile, source);
return 0;
}
static int lib_pSPMAngle(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
angle_t angle = luaL_checkangle(L, 3);
UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SPMAngle(source, type, angle, allowaim, flags2), META_MOBJ);
return 1;
}
static int lib_pSpawnPlayerMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnPlayerMissile(source, type, flags2), META_MOBJ);
return 1;
}
static int lib_pMobjFlip(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushinteger(L, P_MobjFlip(mobj));
return 1;
}
static int lib_pGetMobjGravity(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushfixed(L, P_GetMobjGravity(mobj));
return 1;
}
static int lib_pWeaponOrPanel(lua_State *L)
{
mobjtype_t type = luaL_checkinteger(L, 1);
//HUDSAFE
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
lua_pushboolean(L, P_WeaponOrPanel(type));
return 1;
}
static int lib_pFlashPal(lua_State *L)
{
player_t *pl = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT16 type = (UINT16)luaL_checkinteger(L, 2);
UINT16 duration = (UINT16)luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!pl)
return LUA_ErrInvalid(L, "player_t");
P_FlashPal(pl, type, duration);
return 0;
}
static int lib_pGetClosestAxis(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_GetClosestAxis(source), META_MOBJ);
return 1;
}
static int lib_pSpawnParaloop(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
fixed_t radius = luaL_checkfixed(L, 4);
INT32 number = (INT32)luaL_checkinteger(L, 5);
mobjtype_t type = luaL_checkinteger(L, 6);
angle_t rotangle = luaL_checkangle(L, 7);
statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
boolean spawncenter = lua_optboolean(L, 9);
NOHUD
INLEVEL
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
if (nstate >= NUMSTATES)
return luaL_error(L, "state %d out of range (0 - %d)", nstate, NUMSTATES-1);
P_SpawnParaloop(x, y, z, radius, number, type, nstate, rotangle, spawncenter);
return 0;
}
static int lib_pBossTargetPlayer(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
boolean closest = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_BossTargetPlayer(actor, closest));
return 1;
}
static int lib_pSupermanLook4Players(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SupermanLook4Players(actor));
return 1;
}
static int lib_pSetScale(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t newscale = luaL_checkfixed(L, 2);
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (newscale < FRACUNIT/100)
newscale = FRACUNIT/100;
P_SetScale(mobj, newscale);
return 0;
}
static int lib_pInsideANonSolidFFloor(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_InsideANonSolidFFloor(mobj, rover));
return 1;
}
static int lib_pCheckDeathPitCollide(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckDeathPitCollide(mo));
return 1;
}
static int lib_pCheckSolidLava(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CheckSolidLava(mo, rover));
return 1;
}
static int lib_pCanRunOnWater(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CanRunOnWater(player, rover));
return 1;
}
static int lib_pMaceRotate(lua_State *L)
{
mobj_t *center = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
INT32 baserot = luaL_checkinteger(L, 2);
INT32 baseprevrot = luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!center)
return LUA_ErrInvalid(L, "mobj_t");
P_MaceRotate(center, baserot, baseprevrot);
return 0;
}
// P_USER
////////////
static int lib_pGetPlayerHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushfixed(L, P_GetPlayerHeight(player));
return 1;
}
static int lib_pGetPlayerSpinHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushfixed(L, P_GetPlayerSpinHeight(player));
return 1;
}
static int lib_pGetPlayerControlDirection(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerControlDirection(player));
return 1;
}
static int lib_pAddPlayerScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_AddPlayerScore(player, amount);
return 0;
}
static int lib_pStealPlayerScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_StealPlayerScore(player, amount);
return 0;
}
static int lib_pGetJumpFlags(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetJumpFlags(player));
return 1;
}
static int lib_pPlayerInPain(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_PlayerInPain(player));
return 1;
}
static int lib_pDoPlayerPain(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *source = NULL, *inflictor = NULL;
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
inflictor = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_DoPlayerPain(player, source, inflictor);
return 0;
}
static int lib_pResetPlayer(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetPlayer(player);
return 0;
}
static int lib_pPlayerCanDamage(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD // was hud safe but then i added a lua hook
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_PlayerCanDamage(player, thing));
return 1;
}
static int lib_pIsObjectInGoop(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_IsObjectInGoop(mo));
return 1;
}
static int lib_pIsObjectOnGround(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_IsObjectOnGround(mo));
return 1;
}
static int lib_pInSpaceSector(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_InSpaceSector(mo));
return 1;
}
static int lib_pInQuicksand(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_InQuicksand(mo));
return 1;
}
static int lib_pSetObjectMomZ(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t value = luaL_checkfixed(L, 2);
boolean relative = lua_optboolean(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SetObjectMomZ(mo, value, relative);
return 0;
}
static int lib_pRestoreMusic(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (P_IsLocalPlayer(player))
P_RestoreMusic(player);
return 0;
}
static int lib_pSpawnShieldOrb(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SpawnShieldOrb(player);
return 0;
}
static int lib_pSpawnGhostMobj(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_SpawnGhostMobj(mobj), META_MOBJ);
return 1;
}
static int lib_pGivePlayerRings(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerRings(player, num_rings);
return 0;
}
static int lib_pGivePlayerLives(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 numlives = (INT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerLives(player, numlives);
return 0;
}
static int lib_pGiveCoopLives(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 numlives = (INT32)luaL_checkinteger(L, 2);
boolean sound = (boolean)lua_opttrueboolean(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GiveCoopLives(player, numlives, sound);
return 0;
}
static int lib_pResetScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetScore(player);
return 0;
}
static int lib_pDoJumpShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJumpShield(player);
return 0;
}
static int lib_pDoBubbleBounce(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoBubbleBounce(player);
return 0;
}
static int lib_pBlackOw(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_BlackOw(player);
return 0;
}
static int lib_pElementalFire(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean cropcircle = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ElementalFire(player, cropcircle);
return 0;
}
static int lib_pDoPlayerExit(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoPlayerExit(player);
return 0;
}
static int lib_pInstaThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_InstaThrust(mo, angle, move);
return 0;
}
static int lib_pReturnThrustX(lua_State *L)
{
angle_t angle;
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = luaL_checkangle(L, 1);
move = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushfixed(L, P_ReturnThrustX(NULL, angle, move));
return 1;
}
static int lib_pReturnThrustY(lua_State *L)
{
angle_t angle;
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = luaL_checkangle(L, 1);
move = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushfixed(L, P_ReturnThrustY(NULL, angle, move));
return 1;
}
static int lib_pLookForEnemies(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean nonenemies = lua_opttrueboolean(L, 2);
boolean bullet = lua_optboolean(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
LUA_PushUserdata(L, P_LookForEnemies(player, nonenemies, bullet), META_MOBJ);
return 1;
}
static int lib_pNukeEnemies(lua_State *L)
{
mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_NukeEnemies(inflictor, source, radius);
return 0;
}
static int lib_pHomingAttack(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *enemy = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD
INLEVEL
if (!source || !enemy)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_HomingAttack(source, enemy));
return 1;
}
static int lib_pSuperReady(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_SuperReady(player));
return 1;
}
static int lib_pDoJump(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJump(player, soundandstate);
return 0;
}
static int lib_pSpawnThokMobj(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SpawnThokMobj(player);
return 0;
}
static int lib_pSpawnSpinMobj(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobjtype_t type = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
P_SpawnSpinMobj(player, type);
return 0;
}
static int lib_pTelekinesis(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
fixed_t thrust = luaL_checkfixed(L, 2);
fixed_t range = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_Telekinesis(player, thrust, range);
return 0;
}
static int lib_pSwitchShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT16 shield = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SwitchShield(player, shield);
return 0;
}
// P_MAP
///////////
static int lib_pCheckPosition(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckPosition(thing, x, y));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pTryMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
boolean allowdropoff = lua_optboolean(L, 4);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TryMove(thing, x, y, allowdropoff));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t speed = luaL_checkfixed(L, 2);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_Move(actor, speed));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pTeleportMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TeleportMove(thing, x, y, z));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
return 2;
}
static int lib_pSlideMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SlideMove(mo);
return 0;
}
static int lib_pBounceMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_BounceMove(mo);
return 0;
}
static int lib_pCheckSight(lua_State *L)
{
mobj_t *t1 = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *t2 = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
//HUDSAFE?
INLEVEL
if (!t1 || !t2)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckSight(t1, t2));
return 1;
}
static int lib_pCheckHoopPosition(lua_State *L)
{
mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
fixed_t radius = luaL_checkfixed(L, 5);
NOHUD
INLEVEL
if (!hoopthing)
return LUA_ErrInvalid(L, "mobj_t");
P_CheckHoopPosition(hoopthing, x, y, z, radius);
return 0;
}
static int lib_pRadiusAttack(lua_State *L)
{
mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t damagedist = luaL_checkfixed(L, 3);
UINT8 damagetype = luaL_optinteger(L, 4, 0);
NOHUD
INLEVEL
if (!spot || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_RadiusAttack(spot, source, damagedist, damagetype);
return 0;
}
static int lib_pFloorzAtPos(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
fixed_t height = luaL_checkfixed(L, 4);
//HUDSAFE
INLEVEL
lua_pushfixed(L, P_FloorzAtPos(x, y, z, height));
return 1;
}
static int lib_pDoSpring(lua_State *L)
{
mobj_t *spring = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *object = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD
INLEVEL
if (!spring || !object)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_DoSpring(spring, object));
return 1;
}
// P_INTER
////////////
static int lib_pRemoveShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_RemoveShield(player);
return 0;
}
static int lib_pDamageMobj(lua_State *L)
{
mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
INT32 damage;
UINT8 damagetype;
NOHUD
INLEVEL
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
damage = (INT32)luaL_optinteger(L, 4, 1);
damagetype = (UINT8)luaL_optinteger(L, 5, 0);
lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage, damagetype));
return 1;
}
static int lib_pKillMobj(lua_State *L)
{
mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
UINT8 damagetype;
NOHUD
INLEVEL
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
damagetype = (UINT8)luaL_optinteger(L, 4, 0);
P_KillMobj(target, inflictor, source, damagetype);
return 0;
}
static int lib_pPlayerRingBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_optinteger(L, 2, -1);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (num_rings == -1)
num_rings = player->rings;
P_PlayerRingBurst(player, num_rings);
return 0;
}
static int lib_pPlayerWeaponPanelBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelBurst(player);
return 0;
}
static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponAmmoBurst(player);
return 0;
}
static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelOrAmmoBurst(player);
return 0;
}
static int lib_pPlayerEmeraldBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerEmeraldBurst(player, toss);
return 0;
}
static int lib_pPlayerFlagBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerFlagBurst(player, toss);
return 0;
}
static int lib_pPlayRinglossSound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
P_PlayRinglossSound(source);
return 0;
}
static int lib_pPlayDeathSound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
P_PlayDeathSound(source);
return 0;
}
static int lib_pPlayVictorySound(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
P_PlayVictorySound(source);
return 0;
}
static int lib_pPlayLivesJingle(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayLivesJingle(player);
return 0;
}
static int lib_pCanPickupItem(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean weapon = lua_optboolean(L, 2);
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_CanPickupItem(player, weapon));
return 1;
}
static int lib_pDoNightsScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoNightsScore(player);
return 0;
}
static int lib_pDoMatchSuper(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoMatchSuper(player);
return 0;
}
// P_SPEC
////////////
static int lib_pThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_Thrust(mo, angle, move);
return 0;
}
static int lib_pSetMobjStateNF(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
statenum_t state = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (state >= NUMSTATES)
return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1);
if (mobj->player && state == S_NULL)
return luaL_error(L, "Attempt to remove player mobj with S_NULL.");
lua_pushboolean(L, P_SetMobjStateNF(mobj, state));
return 1;
}
static int lib_pDoSuperTransformation(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean giverings = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoSuperTransformation(player, giverings);
return 0;
}
static int lib_pExplodeMissile(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_ExplodeMissile(mo);
return 0;
}
static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 section = (INT32)luaL_checkinteger(L, 2);
INT32 number = (INT32)luaL_checkinteger(L, 3);
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
return 1;
}
static int lib_pFindLowestFloorSurrounding(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
lua_pushfixed(L, P_FindLowestFloorSurrounding(sector));
return 1;
}
static int lib_pFindHighestFloorSurrounding(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
lua_pushfixed(L, P_FindHighestFloorSurrounding(sector));
return 1;
}
static int lib_pFindNextHighestFloor(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
fixed_t currentheight;
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
// defaults to floorheight of sector arg
currentheight = (fixed_t)luaL_optinteger(L, 2, sector->floorheight);
lua_pushfixed(L, P_FindNextHighestFloor(sector, currentheight));
return 1;
}
static int lib_pFindNextLowestFloor(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
fixed_t currentheight;
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
// defaults to floorheight of sector arg
currentheight = (fixed_t)luaL_optinteger(L, 2, sector->floorheight);
lua_pushfixed(L, P_FindNextLowestFloor(sector, currentheight));
return 1;
}
static int lib_pFindLowestCeilingSurrounding(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
lua_pushfixed(L, P_FindLowestCeilingSurrounding(sector));
return 1;
}
static int lib_pFindHighestCeilingSurrounding(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
//HUDSAFE
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
lua_pushfixed(L, P_FindHighestCeilingSurrounding(sector));
return 1;
}
static int lib_pFindSpecialLineFromTag(lua_State *L)
{
INT16 special = (INT16)luaL_checkinteger(L, 1);
INT16 line = (INT16)luaL_checkinteger(L, 2);
INT32 start = (INT32)luaL_optinteger(L, 3, -1);
NOHUD
INLEVEL
lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start));
return 1;
}
static int lib_pSwitchWeather(lua_State *L)
{
INT32 weathernum = (INT32)luaL_checkinteger(L, 1);
player_t *user = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup weather for only the player, otherwise setup weather for all players
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!user) // global
globalweather = weathernum;
if (!user || P_IsLocalPlayer(user))
P_SwitchWeather(weathernum);
return 0;
}
static int lib_pLinedefExecute(lua_State *L)
{
INT32 tag = (INT16)luaL_checkinteger(L, 1);
mobj_t *actor = NULL;
sector_t *caller = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
caller = *((sector_t **)luaL_checkudata(L, 3, META_SECTOR));
P_LinedefExecute(tag, actor, caller);
return 0;
}
static int lib_pSpawnLightningFlash(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
NOHUD
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
P_SpawnLightningFlash(sector);
return 0;
}
static int lib_pFadeLight(lua_State *L)
{
INT16 tag = (INT16)luaL_checkinteger(L, 1);
INT32 destvalue = (INT32)luaL_checkinteger(L, 2);
INT32 speed = (INT32)luaL_checkinteger(L, 3);
boolean ticbased = lua_optboolean(L, 4);
boolean force = lua_optboolean(L, 5);
NOHUD
INLEVEL
P_FadeLight(tag, destvalue, speed, ticbased, force);
return 0;
}
static int lib_pThingOnSpecial3DFloor(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
return 1;
}
static int lib_pIsFlagAtBase(lua_State *L)
{
mobjtype_t flag = luaL_checkinteger(L, 1);
NOHUD
INLEVEL
if (flag >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", flag, NUMMOBJTYPES-1);
lua_pushboolean(L, P_IsFlagAtBase(flag));
return 1;
}
static int lib_pSetupLevelSky(lua_State *L)
{
INT32 skynum = (INT32)luaL_checkinteger(L, 1);
player_t *user = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup sky for only the player, otherwise setup sky for all players
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!user) // global
P_SetupLevelSky(skynum, true);
else if (P_IsLocalPlayer(user))
P_SetupLevelSky(skynum, false);
return 0;
}
// Shhh, P_SetSkyboxMobj doesn't actually exist yet.
static int lib_pSetSkyboxMobj(lua_State *L)
{
int n = lua_gettop(L);
mobj_t *mo = NULL;
player_t *user = NULL;
int w = 0;
NOHUD
INLEVEL
if (!lua_isnil(L,1)) // nil leaves mo as NULL to remove the skybox rendering.
{
mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); // otherwise it is a skybox mobj.
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
}
if (n == 1)
;
else if (lua_isuserdata(L, 2))
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
else if (lua_isnil(L, 2))
w = 0;
else if (lua_isboolean(L, 2))
{
if (lua_toboolean(L, 2))
w = 1;
else
w = 0;
}
else
w = luaL_optinteger(L, 2, 0);
if (n > 2 && lua_isuserdata(L, 3))
{
user = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!user)
return LUA_ErrInvalid(L, "player_t");
}
if (w > 1 || w < 0)
return luaL_error(L, "skybox mobj index %d is out of range for P_SetSkyboxMobj argument #2 (expected 0 or 1)", w);
if (!user || P_IsLocalPlayer(user))
skyboxmo[w] = mo;
return 0;
}
// Shhh, neither does P_StartQuake.
static int lib_pStartQuake(lua_State *L)
{
fixed_t q_intensity = luaL_checkinteger(L, 1);
UINT16 q_time = (UINT16)luaL_checkinteger(L, 2);
static mappoint_t q_epicenter = {0,0,0};
NOHUD
INLEVEL
// While technically we don't support epicenter and radius,
// we get their values anyway if they exist.
// This way when support is added we won't have to change anything.
if (!lua_isnoneornil(L, 3))
{
luaL_checktype(L, 3, LUA_TTABLE);
lua_getfield(L, 3, "x");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 1);
}
if (!lua_isnil(L, -1))
q_epicenter.x = luaL_checkinteger(L, -1);
else
q_epicenter.x = 0;
lua_pop(L, 1);
lua_getfield(L, 3, "y");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 2);
}
if (!lua_isnil(L, -1))
q_epicenter.y = luaL_checkinteger(L, -1);
else
q_epicenter.y = 0;
lua_pop(L, 1);
lua_getfield(L, 3, "z");
if (lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_rawgeti(L, 3, 3);
}
if (!lua_isnil(L, -1))
q_epicenter.z = luaL_checkinteger(L, -1);
else
q_epicenter.z = 0;
lua_pop(L, 1);
quake.epicenter = &q_epicenter;
}
else
quake.epicenter = NULL;
quake.radius = luaL_optinteger(L, 4, 512*FRACUNIT);
// These things are actually used in 2.1.
quake.intensity = q_intensity;
quake.time = q_time;
return 0;
}
static int lib_evCrumbleChain(lua_State *L)
{
sector_t *sec = NULL;
ffloor_t *rover = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2))
{
if (!lua_isnil(L, 1))
{
sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
if (!sec)
return LUA_ErrInvalid(L, "sector_t");
}
rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
}
else
rover = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR));
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
EV_CrumbleChain(sec, rover);
return 0;
}
static int lib_evStartCrumble(lua_State *L)
{
sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
boolean floating = lua_optboolean(L, 3);
player_t *player = NULL;
fixed_t origalpha;
boolean crumblereturn = lua_optboolean(L, 6);
NOHUD
if (!sec)
return LUA_ErrInvalid(L, "sector_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
if (!lua_isnone(L, 4) && lua_isuserdata(L, 4))
{
player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!lua_isnone(L,5))
origalpha = luaL_checkfixed(L, 5);
else
origalpha = rover->alpha;
lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn) != 0);
return 0;
}
#ifdef ESLOPE
// P_SLOPES
////////////
static int lib_pGetZAt(lua_State *L)
{
pslope_t *slope = *((pslope_t **)luaL_checkudata(L, 1, META_SLOPE));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
//HUDSAFE
if (!slope)
return LUA_ErrInvalid(L, "pslope_t");
lua_pushfixed(L, P_GetZAt(slope, x, y));
return 1;
}
#endif
// R_DEFS
////////////
static int lib_rPointToAngle(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushangle(L, R_PointToAngle(x, y));
return 1;
}
static int lib_rPointToAngle2(lua_State *L)
{
fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE
lua_pushangle(L, R_PointToAngle2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointToDist(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushfixed(L, R_PointToDist(x, y));
return 1;
}
static int lib_rPointToDist2(lua_State *L)
{
fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE
lua_pushfixed(L, R_PointToDist2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointInSubsector(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
INLEVEL
LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
return 1;
}
// R_THINGS
////////////
static int lib_rChar2Frame(lua_State *L)
{
const char *p = luaL_checkstring(L, 1);
//HUDSAFE
lua_pushinteger(L, R_Char2Frame(*p)); // first character only
return 1;
}
static int lib_rFrame2Char(lua_State *L)
{
UINT8 ch = (UINT8)luaL_checkinteger(L, 1);
char c[2] = "";
//HUDSAFE
c[0] = R_Frame2Char(ch);
c[1] = 0;
lua_pushstring(L, c);
lua_pushinteger(L, c[0]);
return 2;
}
// R_SetPlayerSkin technically doesn't exist either, although it's basically just SetPlayerSkin and SetPlayerSkinByNum handled in one place for convenience
static int lib_rSetPlayerSkin(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (lua_isnoneornil(L, 2))
return luaL_error(L, "argument #2 not given (expected number or string)");
else if (lua_type(L, 2) == LUA_TNUMBER) // skin number
{
INT32 i = luaL_checkinteger(L, 2);
if (i < 0 || i >= MAXSKINS)
return luaL_error(L, "skin number (argument #2) %d out of range (0 - %d)", i, MAXSKINS-1);
SetPlayerSkinByNum(player-players, i);
}
else // skin name
{
const char *skinname = luaL_checkstring(L, 2);
SetPlayerSkin(player-players, skinname);
}
return 0;
}
// R_DATA
////////////
static int lib_rCheckTextureNumForName(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
//HUDSAFE
lua_pushinteger(L, R_CheckTextureNumForName(name));
return 1;
}
static int lib_rTextureNumForName(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
//HUDSAFE
lua_pushinteger(L, R_TextureNumForName(name));
return 1;
}
// S_SOUND
////////////
static int lib_sStartSound(lua_State *L)
{
const void *origin = NULL;
sfxenum_t sound_id = luaL_checkinteger(L, 2);
player_t *player = NULL;
//NOHUD // kys @whoever did this.
if (sound_id >= NUMSFX)
return luaL_error(L, "sfx %d out of range (0 - %d)", sound_id, NUMSFX-1);
if (!lua_isnil(L, 1))
{
origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
}
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
{
player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
{
if (hud_running)
origin = NULL; // HUD rendering startsound shouldn't have an origin, just remove it instead of having a retarded error.
S_StartSound(origin, sound_id);
}
return 0;
}
static int lib_sStartSoundAtVolume(lua_State *L)
{
const void *origin = NULL;
sfxenum_t sound_id = luaL_checkinteger(L, 2);
INT32 volume = (INT32)luaL_checkinteger(L, 3);
player_t *player = NULL;
NOHUD
if (!lua_isnil(L, 1))
{
origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
}
if (sound_id >= NUMSFX)
return luaL_error(L, "sfx %d out of range (0 - %d)", sound_id, NUMSFX-1);
if (!lua_isnone(L, 4) && lua_isuserdata(L, 4))
{
player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
S_StartSoundAtVolume(origin, sound_id, volume);
return 0;
}
static int lib_sStopSound(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
S_StopSound(origin);
return 0;
}
static int lib_sChangeMusic(lua_State *L)
{
#ifdef MUSICSLOT_COMPATIBILITY
const char *music_name;
UINT32 music_num, position, prefadems, fadeinms;
char music_compat_name[7];
boolean looping;
player_t *player = NULL;
UINT16 music_flags = 0;
NOHUD
if (lua_isnumber(L, 1))
{
music_num = (UINT32)luaL_checkinteger(L, 1);
music_flags = (UINT16)(music_num & 0x0000FFFF);
if (music_flags && music_flags <= 1035)
snprintf(music_compat_name, 7, "%sM", G_BuildMapName((INT32)music_flags));
else if (music_flags && music_flags <= 1050)
strncpy(music_compat_name, compat_special_music_slots[music_flags - 1036], 7);
else
music_compat_name[0] = 0; // becomes empty string
music_compat_name[6] = 0;
music_name = (const char *)&music_compat_name;
music_flags = 0;
}
else
{
music_num = 0;
music_name = luaL_checkstring(L, 1);
}
looping = (boolean)lua_opttrueboolean(L, 2);
#else
const char *music_name = luaL_checkstring(L, 1);
boolean looping = (boolean)lua_opttrueboolean(L, 2);
player_t *player = NULL;
UINT16 music_flags = 0;
NOHUD
#endif
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
{
player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
#ifdef MUSICSLOT_COMPATIBILITY
if (music_num)
music_flags = (UINT16)((music_num & 0x7FFF0000) >> 16);
else
#endif
music_flags = (UINT16)luaL_optinteger(L, 4, 0);
position = (UINT32)luaL_optinteger(L, 5, 0);
prefadems = (UINT32)luaL_optinteger(L, 6, 0);
fadeinms = (UINT32)luaL_optinteger(L, 7, 0);
if (!player || P_IsLocalPlayer(player))
S_ChangeMusicEx(music_name, music_flags, looping, position, prefadems, fadeinms);
return 0;
}
static int lib_sSpeedMusic(lua_State *L)
{
fixed_t fixedspeed = luaL_checkfixed(L, 1);
float speed = FIXED_TO_FLOAT(fixedspeed);
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
S_SpeedMusic(speed);
return 0;
}
static int lib_sStopMusic(lua_State *L)
{
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 1) && lua_isuserdata(L, 1))
{
player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
S_StopMusic();
return 0;
}
static int lib_sSetInternalMusicVolume(lua_State *L)
{
UINT32 volume = (UINT32)luaL_checkinteger(L, 1);
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
{
S_SetInternalMusicVolume(volume);
lua_pushboolean(L, true);
}
else
lua_pushnil(L);
return 1;
}
static int lib_sStopFadingMusic(lua_State *L)
{
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 1) && lua_isuserdata(L, 1))
{
player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
{
S_StopFadingMusic();
lua_pushboolean(L, true);
}
else
lua_pushnil(L);
return 1;
}
static int lib_sFadeMusic(lua_State *L)
{
UINT32 target_volume = (UINT32)luaL_checkinteger(L, 1);
UINT32 ms;
INT32 source_volume;
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
{
player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
ms = (UINT32)luaL_checkinteger(L, 2);
source_volume = -1;
}
else if (!lua_isnone(L, 4) && lua_isuserdata(L, 4))
{
player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
source_volume = (INT32)luaL_checkinteger(L, 2);
ms = (UINT32)luaL_checkinteger(L, 3);
}
else if (luaL_optinteger(L, 3, INT32_MAX) == INT32_MAX)
{
ms = (UINT32)luaL_checkinteger(L, 2);
source_volume = -1;
}
else
{
source_volume = (INT32)luaL_checkinteger(L, 2);
ms = (UINT32)luaL_checkinteger(L, 3);
}
NOHUD
if (!player || P_IsLocalPlayer(player))
lua_pushboolean(L, S_FadeMusicFromVolume(target_volume, source_volume, ms));
else
lua_pushnil(L);
return 1;
}
static int lib_sFadeOutStopMusic(lua_State *L)
{
UINT32 ms = (UINT32)luaL_checkinteger(L, 1);
player_t *player = NULL;
NOHUD
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
{
player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!player || P_IsLocalPlayer(player))
{
lua_pushboolean(L, S_FadeOutStopMusic(ms));
}
else
lua_pushnil(L);
return 1;
}
static int lib_sOriginPlaying(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, S_OriginPlaying(origin));
return 1;
}
static int lib_sIdPlaying(lua_State *L)
{
sfxenum_t id = luaL_checkinteger(L, 1);
NOHUD
if (id >= NUMSFX)
return luaL_error(L, "sfx %d out of range (0 - %d)", id, NUMSFX-1);
lua_pushboolean(L, S_IdPlaying(id));
return 1;
}
static int lib_sSoundPlaying(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
sfxenum_t id = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
if (id >= NUMSFX)
return luaL_error(L, "sfx %d out of range (0 - %d)", id, NUMSFX-1);
lua_pushboolean(L, S_SoundPlaying(origin, id));
return 1;
}
// This doesn't really exist, but we're providing it as a handy netgame-safe wrapper for stuff that should be locally handled.
static int lib_sStartMusicCaption(lua_State *L)
{
player_t *player = NULL;
const char *caption = luaL_checkstring(L, 1);
UINT16 lifespan = (UINT16)luaL_checkinteger(L, 2);
//HUDSAFE
INLEVEL
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
{
player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (lifespan && (!player || P_IsLocalPlayer(player)))
{
strlcpy(S_sfx[sfx_None].caption, caption, sizeof(S_sfx[sfx_None].caption));
S_StartCaption(sfx_None, -1, lifespan);
}
return 0;
}
// G_GAME
////////////
static int lib_gBuildMapName(lua_State *L)
{
INT32 map = luaL_optinteger(L, 1, gamemap);
//HUDSAFE
INLEVEL
lua_pushstring(L, G_BuildMapName(map));
return 1;
}
static int lib_gDoReborn(lua_State *L)
{
INT32 playernum = luaL_checkinteger(L, 1);
NOHUD
INLEVEL
if (playernum >= MAXPLAYERS)
return luaL_error(L, "playernum %d out of range (0 - %d)", playernum, MAXPLAYERS-1);
G_DoReborn(playernum);
return 0;
}
// Another Lua function that doesn't actually exist!
// Sets nextmapoverride & skipstats without instantly ending the level, for instances where other sources should be exiting the level, like normal signposts.
static int lib_gSetCustomExitVars(lua_State *L)
{
int n = lua_gettop(L); // Num arguments
NOHUD
INLEVEL
// LUA EXTENSION: Custom exit like support
// Supported:
// G_SetCustomExitVars(); [reset to defaults]
// G_SetCustomExitVars(int) [nextmap override only]
// G_SetCustomExitVars(bool) [skipstats only]
// G_SetCustomExitVars(int, bool) [both of the above]
if (n >= 1)
{
if (lua_isnumber(L, 1) || n >= 2)
{
nextmapoverride = (INT16)luaL_checknumber(L, 1);
lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available
}
skipstats = luaL_optinteger(L, 2, 0);
}
else
{
nextmapoverride = 0;
skipstats = 0;
}
// ---
return 0;
}
static int lib_gExitLevel(lua_State *L)
{
int n = lua_gettop(L); // Num arguments
NOHUD
// Moved this bit to G_SetCustomExitVars
if (n >= 1) // Don't run the reset to defaults option
lib_gSetCustomExitVars(L);
G_ExitLevel();
return 0;
}
static int lib_gIsSpecialStage(lua_State *L)
{
INT32 mapnum = luaL_optinteger(L, 1, gamemap);
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_IsSpecialStage(mapnum));
return 1;
}
static int lib_gGametypeUsesLives(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeUsesLives());
return 1;
}
static int lib_gGametypeHasTeams(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeHasTeams());
return 1;
}
static int lib_gGametypeHasSpectators(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeHasSpectators());
return 1;
}
static int lib_gRingSlingerGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_RingSlingerGametype());
return 1;
}
static int lib_gPlatformGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_PlatformGametype());
return 1;
}
static int lib_gTagGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_TagGametype());
return 1;
}
static int lib_gTicsToHours(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToHours(rtic));
return 1;
}
static int lib_gTicsToMinutes(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
boolean rfull = lua_optboolean(L, 2);
//HUDSAFE
lua_pushinteger(L, G_TicsToMinutes(rtic, rfull));
return 1;
}
static int lib_gTicsToSeconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToSeconds(rtic));
return 1;
}
static int lib_gTicsToCentiseconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToCentiseconds(rtic));
return 1;
}
static int lib_gTicsToMilliseconds(lua_State *L)
{
tic_t rtic = luaL_checkinteger(L, 1);
//HUDSAFE
lua_pushinteger(L, G_TicsToMilliseconds(rtic));
return 1;
}
static luaL_Reg lib[] = {
{"print", lib_print},
{"chatprint", lib_chatprint},
{"chatprintf", lib_chatprintf},
{"userdataType", lib_userdataType},
{"IsPlayerAdmin", lib_isPlayerAdmin},
// m_random
{"P_RandomFixed",lib_pRandomFixed},
{"P_RandomByte",lib_pRandomByte},
{"P_RandomKey",lib_pRandomKey},
{"P_RandomRange",lib_pRandomRange},
{"P_SignedRandom",lib_pSignedRandom}, // MACRO
{"P_RandomChance",lib_pRandomChance}, // MACRO
// p_maputil
{"P_AproxDistance",lib_pAproxDistance},
{"P_ClosestPointOnLine",lib_pClosestPointOnLine},
{"P_PointOnLineSide",lib_pPointOnLineSide},
// p_enemy
{"P_CheckMeleeRange", lib_pCheckMeleeRange},
{"P_JetbCheckMeleeRange", lib_pJetbCheckMeleeRange},
{"P_FaceStabCheckMeleeRange", lib_pFaceStabCheckMeleeRange},
{"P_SkimCheckMeleeRange", lib_pSkimCheckMeleeRange},
{"P_CheckMissileRange", lib_pCheckMissileRange},
{"P_NewChaseDir", lib_pNewChaseDir},
{"P_LookForPlayers", lib_pLookForPlayers},
// p_mobj
// don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead.
{"P_SpawnMobj",lib_pSpawnMobj},
{"P_SpawnMobjFromMobj",lib_pSpawnMobjFromMobj},
{"P_RemoveMobj",lib_pRemoveMobj},
{"P_IsValidSprite2", lib_pIsValidSprite2},
{"P_SpawnLockOn", lib_pSpawnLockOn},
{"P_SpawnMissile",lib_pSpawnMissile},
{"P_SpawnXYZMissile",lib_pSpawnXYZMissile},
{"P_SpawnPointMissile",lib_pSpawnPointMissile},
{"P_SpawnAlteredDirectionMissile",lib_pSpawnAlteredDirectionMissile},
{"P_ColorTeamMissile",lib_pColorTeamMissile},
{"P_SPMAngle",lib_pSPMAngle},
{"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile},
{"P_MobjFlip",lib_pMobjFlip},
{"P_GetMobjGravity",lib_pGetMobjGravity},
{"P_WeaponOrPanel",lib_pWeaponOrPanel},
{"P_FlashPal",lib_pFlashPal},
{"P_GetClosestAxis",lib_pGetClosestAxis},
{"P_SpawnParaloop",lib_pSpawnParaloop},
{"P_BossTargetPlayer",lib_pBossTargetPlayer},
{"P_SupermanLook4Players",lib_pSupermanLook4Players},
{"P_SetScale",lib_pSetScale},
{"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor},
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
{"P_CheckSolidLava",lib_pCheckSolidLava},
{"P_CanRunOnWater",lib_pCanRunOnWater},
{"P_MaceRotate",lib_pMaceRotate},
// p_user
{"P_GetPlayerHeight",lib_pGetPlayerHeight},
{"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight},
{"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection},
{"P_AddPlayerScore",lib_pAddPlayerScore},
{"P_StealPlayerScore",lib_pStealPlayerScore},
{"P_GetJumpFlags",lib_pGetJumpFlags},
{"P_PlayerInPain",lib_pPlayerInPain},
{"P_DoPlayerPain",lib_pDoPlayerPain},
{"P_ResetPlayer",lib_pResetPlayer},
{"P_PlayerCanDamage",lib_pPlayerCanDamage},
{"P_IsObjectInGoop",lib_pIsObjectInGoop},
{"P_IsObjectOnGround",lib_pIsObjectOnGround},
{"P_InSpaceSector",lib_pInSpaceSector},
{"P_InQuicksand",lib_pInQuicksand},
{"P_SetObjectMomZ",lib_pSetObjectMomZ},
{"P_RestoreMusic",lib_pRestoreMusic},
{"P_SpawnShieldOrb",lib_pSpawnShieldOrb},
{"P_SpawnGhostMobj",lib_pSpawnGhostMobj},
{"P_GivePlayerRings",lib_pGivePlayerRings},
{"P_GivePlayerLives",lib_pGivePlayerLives},
{"P_GiveCoopLives",lib_pGiveCoopLives},
{"P_ResetScore",lib_pResetScore},
{"P_DoJumpShield",lib_pDoJumpShield},
{"P_DoBubbleBounce",lib_pDoBubbleBounce},
{"P_BlackOw",lib_pBlackOw},
{"P_ElementalFire",lib_pElementalFire},
{"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust},
{"P_ReturnThrustX",lib_pReturnThrustX},
{"P_ReturnThrustY",lib_pReturnThrustY},
{"P_LookForEnemies",lib_pLookForEnemies},
{"P_NukeEnemies",lib_pNukeEnemies},
{"P_HomingAttack",lib_pHomingAttack},
{"P_SuperReady",lib_pSuperReady},
{"P_DoJump",lib_pDoJump},
{"P_SpawnThokMobj",lib_pSpawnThokMobj},
{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
{"P_Telekinesis",lib_pTelekinesis},
{"P_SwitchShield",lib_pSwitchShield},
// p_map
{"P_CheckPosition",lib_pCheckPosition},
{"P_TryMove",lib_pTryMove},
{"P_Move",lib_pMove},
{"P_TeleportMove",lib_pTeleportMove},
{"P_SlideMove",lib_pSlideMove},
{"P_BounceMove",lib_pBounceMove},
{"P_CheckSight", lib_pCheckSight},
{"P_CheckHoopPosition",lib_pCheckHoopPosition},
{"P_RadiusAttack",lib_pRadiusAttack},
{"P_FloorzAtPos",lib_pFloorzAtPos},
{"P_DoSpring",lib_pDoSpring},
// p_inter
{"P_RemoveShield",lib_pRemoveShield},
{"P_DamageMobj",lib_pDamageMobj},
{"P_KillMobj",lib_pKillMobj},
{"P_PlayerRingBurst",lib_pPlayerRingBurst},
{"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst},
{"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst},
{"P_PlayerWeaponPanelOrAmmoBurst", lib_pPlayerWeaponPanelOrAmmoBurst},
{"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst},
{"P_PlayerFlagBurst",lib_pPlayerFlagBurst},
{"P_PlayRinglossSound",lib_pPlayRinglossSound},
{"P_PlayDeathSound",lib_pPlayDeathSound},
{"P_PlayVictorySound",lib_pPlayVictorySound},
{"P_PlayLivesJingle",lib_pPlayLivesJingle},
{"P_CanPickupItem",lib_pCanPickupItem},
{"P_DoNightsScore",lib_pDoNightsScore},
{"P_DoMatchSuper",lib_pDoMatchSuper},
// p_spec
{"P_Thrust",lib_pThrust},
{"P_SetMobjStateNF",lib_pSetMobjStateNF},
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
{"P_ExplodeMissile",lib_pExplodeMissile},
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
{"P_FindLowestFloorSurrounding",lib_pFindLowestFloorSurrounding},
{"P_FindHighestFloorSurrounding",lib_pFindHighestFloorSurrounding},
{"P_FindNextHighestFloor",lib_pFindNextHighestFloor},
{"P_FindNextLowestFloor",lib_pFindNextLowestFloor},
{"P_FindLowestCeilingSurrounding",lib_pFindLowestCeilingSurrounding},
{"P_FindHighestCeilingSurrounding",lib_pFindHighestCeilingSurrounding},
{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
{"P_SwitchWeather",lib_pSwitchWeather},
{"P_LinedefExecute",lib_pLinedefExecute},
{"P_SpawnLightningFlash",lib_pSpawnLightningFlash},
{"P_FadeLight",lib_pFadeLight},
{"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor},
{"P_IsFlagAtBase",lib_pIsFlagAtBase},
{"P_SetupLevelSky",lib_pSetupLevelSky},
{"P_SetSkyboxMobj",lib_pSetSkyboxMobj},
{"P_StartQuake",lib_pStartQuake},
{"EV_CrumbleChain",lib_evCrumbleChain},
{"EV_StartCrumble",lib_evStartCrumble},
#ifdef ESLOPE
// p_slopes
{"P_GetZAt",lib_pGetZAt},
#endif
// r_defs
{"R_PointToAngle",lib_rPointToAngle},
{"R_PointToAngle2",lib_rPointToAngle2},
{"R_PointToDist",lib_rPointToDist},
{"R_PointToDist2",lib_rPointToDist2},
{"R_PointInSubsector",lib_rPointInSubsector},
// r_things (sprite)
{"R_Char2Frame",lib_rChar2Frame},
{"R_Frame2Char",lib_rFrame2Char},
{"R_SetPlayerSkin",lib_rSetPlayerSkin},
// r_data
{"R_CheckTextureNumForName",lib_rCheckTextureNumForName},
{"R_TextureNumForName",lib_rTextureNumForName},
// s_sound
{"S_StartSound",lib_sStartSound},
{"S_StartSoundAtVolume",lib_sStartSoundAtVolume},
{"S_StopSound",lib_sStopSound},
{"S_ChangeMusic",lib_sChangeMusic},
{"S_SpeedMusic",lib_sSpeedMusic},
{"S_StopMusic",lib_sStopMusic},
{"S_SetInternalMusicVolume", lib_sSetInternalMusicVolume},
{"S_StopFadingMusic",lib_sStopFadingMusic},
{"S_FadeMusic",lib_sFadeMusic},
{"S_FadeOutStopMusic",lib_sFadeOutStopMusic},
{"S_OriginPlaying",lib_sOriginPlaying},
{"S_IdPlaying",lib_sIdPlaying},
{"S_SoundPlaying",lib_sSoundPlaying},
{"S_StartMusicCaption", lib_sStartMusicCaption},
// g_game
{"G_BuildMapName",lib_gBuildMapName},
{"G_DoReborn",lib_gDoReborn},
{"G_SetCustomExitVars",lib_gSetCustomExitVars},
{"G_ExitLevel",lib_gExitLevel},
{"G_IsSpecialStage",lib_gIsSpecialStage},
{"G_GametypeUsesLives",lib_gGametypeUsesLives},
{"G_GametypeHasTeams",lib_gGametypeHasTeams},
{"G_GametypeHasSpectators",lib_gGametypeHasSpectators},
{"G_RingSlingerGametype",lib_gRingSlingerGametype},
{"G_PlatformGametype",lib_gPlatformGametype},
{"G_TagGametype",lib_gTagGametype},
{"G_TicsToHours",lib_gTicsToHours},
{"G_TicsToMinutes",lib_gTicsToMinutes},
{"G_TicsToSeconds",lib_gTicsToSeconds},
{"G_TicsToCentiseconds",lib_gTicsToCentiseconds},
{"G_TicsToMilliseconds",lib_gTicsToMilliseconds},
{NULL, NULL}
};
int LUA_BaseLib(lua_State *L)
{
// Set metatable for string
lua_pushliteral(L, ""); // dummy string
lua_getmetatable(L, -1); // get string metatable
lua_pushcfunction(L,lib_concat); // push concatination function
lua_setfield(L,-2,"__add"); // ... store it as mathematical addition
lua_pop(L, 2); // pop metatable and dummy string
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
// Set global functions
lua_pushvalue(L, LUA_GLOBALSINDEX);
luaL_register(L, NULL, lib);
return 0;
}
#endif