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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-18 02:21:47 +00:00
1017 lines
30 KiB
C
1017 lines
30 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by John "JTE" Muniz.
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// Copyright (C) 2012-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file lua_infolib.c
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/// \brief infotable editing library for Lua scripting
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#include "doomdef.h"
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#ifdef HAVE_BLUA
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#include "fastcmp.h"
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#include "info.h"
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#include "dehacked.h"
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#include "p_mobj.h"
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#include "p_local.h"
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#include "z_zone.h"
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#include "lua_script.h"
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#include "lua_libs.h"
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#include "lua_hud.h" // hud_running errors
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boolean LUA_CallAction(const char *action, mobj_t *actor);
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state_t *astate;
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enum sfxinfo_read {
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sfxinfor_name = 0,
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sfxinfor_singular,
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sfxinfor_priority,
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sfxinfor_flags, // "pitch"
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sfxinfor_skinsound
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};
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const char *const sfxinfo_ropt[] = {
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"name",
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"singular",
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"priority",
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"flags",
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"skinsound",
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NULL};
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enum sfxinfo_write {
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sfxinfow_singular = 0,
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sfxinfow_priority,
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sfxinfow_flags // "pitch"
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};
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const char *const sfxinfo_wopt[] = {
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"singular",
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"priority",
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"flags",
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NULL};
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//
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// Sprite Names
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//
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// push sprite name
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static int lib_getSprname(lua_State *L)
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{
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UINT32 i;
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lua_remove(L, 1); // don't care about sprnames[] dummy userdata.
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if (lua_isnumber(L, 1))
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{
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i = lua_tonumber(L, 1);
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if (i > NUMSPRITES)
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return 0;
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lua_pushlstring(L, sprnames[i], 4);
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return 1;
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}
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else if (lua_isstring(L, 1))
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{
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const char *name = lua_tostring(L, 1);
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for (i = 0; i < NUMSPRITES; i++)
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if (fastcmp(name, sprnames[i]))
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{
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lua_pushinteger(L, i);
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return 1;
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}
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}
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return 0;
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}
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/// \todo Maybe make it tally up the used_spr from dehacked?
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static int lib_sprnamelen(lua_State *L)
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{
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lua_pushinteger(L, NUMSPRITES);
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return 1;
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}
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//
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// Player Sprite Names
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//
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// push sprite name
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static int lib_getSpr2name(lua_State *L)
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{
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UINT32 i;
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lua_remove(L, 1); // don't care about spr2names[] dummy userdata.
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if (lua_isnumber(L, 1))
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{
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i = lua_tonumber(L, 1);
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if (i >= free_spr2)
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return 0;
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lua_pushlstring(L, spr2names[i], 4);
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return 1;
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}
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else if (lua_isstring(L, 1))
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{
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const char *name = lua_tostring(L, 1);
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for (i = 0; i < free_spr2; i++)
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if (fastcmp(name, spr2names[i]))
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{
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lua_pushinteger(L, i);
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return 1;
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}
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}
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return 0;
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}
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static int lib_spr2namelen(lua_State *L)
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{
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lua_pushinteger(L, free_spr2);
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return 1;
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}
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////////////////
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// STATE INFO //
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////////////////
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// Uses astate to determine which state is calling it
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// Then looks up which Lua action is assigned to that state and calls it
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static void A_Lua(mobj_t *actor)
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{
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boolean found = false;
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I_Assert(actor != NULL);
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// get the action for this state
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lua_getfield(gL, LUA_REGISTRYINDEX, LREG_STATEACTION);
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I_Assert(lua_istable(gL, -1));
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lua_pushlightuserdata(gL, astate);
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lua_rawget(gL, -2);
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I_Assert(lua_isfunction(gL, -1));
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lua_remove(gL, -2); // pop LREG_STATEACTION
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// get the name for this action, if possible.
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lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS);
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lua_pushnil(gL);
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while (lua_next(gL, -2))
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{
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if (lua_rawequal(gL, -1, -4))
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{
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found = true;
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superactions[superstack] = lua_tostring(gL, -2); // "A_ACTION"
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++superstack;
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lua_pop(gL, 2); // pop the name and function
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break;
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}
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lua_pop(gL, 1);
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}
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lua_pop(gL, 1); // pop LREG_ACTION
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LUA_PushUserdata(gL, actor, META_MOBJ);
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lua_pushinteger(gL, var1);
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lua_pushinteger(gL, var2);
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LUA_Call(gL, 3);
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if (found)
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{
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--superstack;
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superactions[superstack] = NULL;
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}
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}
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// Arbitrary states[] table index -> state_t *
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static int lib_getState(lua_State *L)
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{
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UINT32 i;
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lua_remove(L, 1);
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i = luaL_checkinteger(L, 1);
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if (i >= NUMSTATES)
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return luaL_error(L, "states[] index %d out of range (0 - %d)", i, NUMSTATES-1);
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LUA_PushUserdata(L, &states[i], META_STATE);
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return 1;
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}
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// Lua table full of data -> states[] (set the values all at once! :D :D)
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static int lib_setState(lua_State *L)
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{
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state_t *state;
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lua_remove(L, 1); // don't care about states[] userdata.
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{
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UINT32 i = luaL_checkinteger(L, 1);
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if (i >= NUMSTATES)
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return luaL_error(L, "states[] index %d out of range (0 - %d)", i, NUMSTATES-1);
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state = &states[i]; // get the state to assign to.
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}
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luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table.
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lua_remove(L, 1); // pop state num, don't need it any more.
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lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the state.
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if (hud_running)
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return luaL_error(L, "Do not alter states in HUD rendering code!");
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// clear the state to start with, in case of missing table elements
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memset(state,0,sizeof(state_t));
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state->tics = -1;
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lua_pushnil(L);
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while (lua_next(L, 1)) {
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lua_Integer i = 0;
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const char *str = NULL;
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lua_Integer value;
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if (lua_isnumber(L, 2))
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i = lua_tointeger(L, 2);
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else
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str = luaL_checkstring(L, 2);
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if (i == 1 || (str && fastcmp(str, "sprite"))) {
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value = luaL_checkinteger(L, 3);
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if (value < SPR_NULL || value >= NUMSPRITES)
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return luaL_error(L, "sprite number %d is invalid.", value);
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state->sprite = (spritenum_t)value;
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} else if (i == 2 || (str && fastcmp(str, "frame"))) {
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state->frame = (UINT32)luaL_checkinteger(L, 3);
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} else if (i == 3 || (str && fastcmp(str, "tics"))) {
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state->tics = (INT32)luaL_checkinteger(L, 3);
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} else if (i == 4 || (str && fastcmp(str, "action"))) {
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switch(lua_type(L, 3))
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{
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case LUA_TNIL: // Null? Set the action to nothing, then.
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state->action.acp1 = NULL;
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break;
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case LUA_TSTRING: // It's a string, expect the name of a built-in action
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LUA_SetActionByName(state, lua_tostring(L, 3));
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break;
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case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!)
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
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I_Assert(lua_istable(L, -1));
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lua_pushlightuserdata(L, state); // We'll store this function by the state's pointer in the registry.
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lua_pushvalue(L, 3); // Bring it to the top of the stack
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lua_rawset(L, -3); // Set it in the registry
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lua_pop(L, 1); // pop LREG_STATEACTION
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state->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
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break;
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default: // ?!
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return luaL_typerror(L, 3, "function");
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}
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} else if (i == 5 || (str && fastcmp(str, "var1"))) {
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state->var1 = (INT32)luaL_checkinteger(L, 3);
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} else if (i == 6 || (str && fastcmp(str, "var2"))) {
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state->var2 = (INT32)luaL_checkinteger(L, 3);
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} else if (i == 7 || (str && fastcmp(str, "nextstate"))) {
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value = luaL_checkinteger(L, 3);
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if (value < S_NULL || value >= NUMSTATES)
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return luaL_error(L, "nextstate number %d is invalid.", value);
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state->nextstate = (statenum_t)value;
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}
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lua_pop(L, 1);
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}
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return 0;
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}
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// #states -> NUMSTATES
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static int lib_statelen(lua_State *L)
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{
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lua_pushinteger(L, NUMSTATES);
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return 1;
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}
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boolean LUA_SetLuaAction(void *stv, const char *action)
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{
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state_t *st = (state_t *)stv;
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I_Assert(st != NULL);
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//I_Assert(st >= states && st < states+NUMSTATES); // if you REALLY want to be paranoid...
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I_Assert(action != NULL);
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if (!gL) // Lua isn't loaded,
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return false; // action not set.
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// action is assumed to be in all-caps already !!
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// the registry is case-sensitive, so we strupr everything that enters it.
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lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS);
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lua_getfield(gL, -1, action);
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if (lua_isnil(gL, -1)) // no match
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{
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lua_pop(gL, 2); // pop nil and LREG_ACTIONS
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return false; // action not set.
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}
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lua_getfield(gL, LUA_REGISTRYINDEX, LREG_STATEACTION);
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I_Assert(lua_istable(gL, -1));
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lua_pushlightuserdata(gL, stv); // We'll store this function by the state's pointer in the registry.
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lua_pushvalue(gL, -3); // Bring it to the top of the stack
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lua_rawset(gL, -3); // Set it in the registry
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lua_pop(gL, 1); // pop LREG_STATEACTION
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lua_pop(gL, 2); // pop the function and LREG_ACTIONS
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st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
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return true; // action successfully set.
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}
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boolean LUA_CallAction(const char *csaction, mobj_t *actor)
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{
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I_Assert(csaction != NULL);
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I_Assert(actor != NULL);
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if (!gL) // Lua isn't loaded,
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return false; // action not called.
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if (superstack && fasticmp(csaction, superactions[superstack-1])) // the action is calling itself,
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return false; // let it call the hardcoded function instead.
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// grab function by uppercase name.
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lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS);
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{
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char *action = Z_StrDup(csaction);
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strupr(action);
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lua_getfield(gL, -1, action);
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Z_Free(action);
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}
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lua_remove(gL, -2); // pop LREG_ACTIONS
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if (lua_isnil(gL, -1)) // no match
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{
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lua_pop(gL, 1); // pop nil
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return false; // action not called.
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}
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if (superstack == MAXRECURSION)
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{
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CONS_Alert(CONS_WARNING, "Max Lua Action recursion reached! Cool it on the calling A_Action functions from inside A_Action functions!\n");
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return true;
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}
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// Found a function.
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// Call it with (actor, var1, var2)
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I_Assert(lua_isfunction(gL, -1));
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LUA_PushUserdata(gL, actor, META_MOBJ);
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lua_pushinteger(gL, var1);
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lua_pushinteger(gL, var2);
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superactions[superstack] = csaction;
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++superstack;
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LUA_Call(gL, 3);
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--superstack;
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superactions[superstack] = NULL;
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return true; // action successfully called.
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}
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// state_t *, field -> number
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static int state_get(lua_State *L)
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{
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state_t *st = *((state_t **)luaL_checkudata(L, 1, META_STATE));
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const char *field = luaL_checkstring(L, 2);
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lua_Integer number;
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if (fastcmp(field,"sprite"))
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number = st->sprite;
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else if (fastcmp(field,"frame"))
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number = st->frame;
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else if (fastcmp(field,"tics"))
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number = st->tics;
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else if (fastcmp(field,"action")) {
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const char *name;
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if (!st->action.acp1) // Action is NULL.
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return 0; // return nil.
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if (st->action.acp1 == (actionf_p1)A_Lua) { // This is a Lua function?
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
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I_Assert(lua_istable(L, -1));
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lua_pushlightuserdata(L, st); // Push the state pointer and
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lua_rawget(L, -2); // use it to get the actual Lua function.
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lua_remove(L, -2); // pop LREG_STATEACTION
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return 1; // Return the Lua function.
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}
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name = LUA_GetActionName(&st->action); // find a hardcoded function name
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if (!name) // If it's not a hardcoded function and it's not a Lua function...
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return 0; // Just what is this??
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// get the function from the global
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// because the metatable will trigger.
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lua_getglobal(L, name); // actually gets from LREG_ACTIONS if applicable, and pushes a new C closure if not.
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lua_pushstring(L, name); // push the name we found.
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return 2; // return both the function and its name, in case somebody wanted to do a comparison by name or something?
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} else if (fastcmp(field,"var1"))
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number = st->var1;
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else if (fastcmp(field,"var2"))
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number = st->var2;
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else if (fastcmp(field,"nextstate"))
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number = st->nextstate;
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else if (devparm)
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return luaL_error(L, LUA_QL("state_t") " has no field named " LUA_QS, field);
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else
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return 0;
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lua_pushinteger(L, number);
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return 1;
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}
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// state_t *, field, number -> states[]
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static int state_set(lua_State *L)
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{
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state_t *st = *((state_t **)luaL_checkudata(L, 1, META_STATE));
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const char *field = luaL_checkstring(L, 2);
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lua_Integer value;
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if (hud_running)
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return luaL_error(L, "Do not alter states in HUD rendering code!");
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if (fastcmp(field,"sprite")) {
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value = luaL_checknumber(L, 3);
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if (value < SPR_NULL || value >= NUMSPRITES)
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return luaL_error(L, "sprite number %d is invalid.", value);
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st->sprite = (spritenum_t)value;
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} else if (fastcmp(field,"frame"))
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st->frame = (UINT32)luaL_checknumber(L, 3);
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else if (fastcmp(field,"tics"))
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st->tics = (INT32)luaL_checknumber(L, 3);
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else if (fastcmp(field,"action")) {
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switch(lua_type(L, 3))
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{
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case LUA_TNIL: // Null? Set the action to nothing, then.
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st->action.acp1 = NULL;
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break;
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case LUA_TSTRING: // It's a string, expect the name of a built-in action
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LUA_SetActionByName(st, lua_tostring(L, 3));
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break;
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case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!)
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
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I_Assert(lua_istable(L, -1));
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lua_pushlightuserdata(L, st); // We'll store this function by the state's pointer in the registry.
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lua_pushvalue(L, 3); // Bring it to the top of the stack
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lua_rawset(L, -3); // Set it in the registry
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lua_pop(L, 1); // pop LREG_STATEACTION
|
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st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
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break;
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default: // ?!
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return luaL_typerror(L, 3, "function");
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}
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} else if (fastcmp(field,"var1"))
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st->var1 = (INT32)luaL_checknumber(L, 3);
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else if (fastcmp(field,"var2"))
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st->var2 = (INT32)luaL_checknumber(L, 3);
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else if (fastcmp(field,"nextstate")) {
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value = luaL_checkinteger(L, 3);
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if (value < S_NULL || value >= NUMSTATES)
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return luaL_error(L, "nextstate number %d is invalid.", value);
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st->nextstate = (statenum_t)value;
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} else
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return luaL_error(L, LUA_QL("state_t") " has no field named " LUA_QS, field);
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return 0;
|
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}
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|
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// state_t * -> S_*
|
|
static int state_num(lua_State *L)
|
|
{
|
|
state_t *state = *((state_t **)luaL_checkudata(L, 1, META_STATE));
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lua_pushinteger(L, state-states);
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return 1;
|
|
}
|
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|
|
///////////////
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// MOBJ INFO //
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///////////////
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|
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// Arbitrary mobjinfo[] table index -> mobjinfo_t *
|
|
static int lib_getMobjInfo(lua_State *L)
|
|
{
|
|
UINT32 i;
|
|
lua_remove(L, 1);
|
|
|
|
i = luaL_checkinteger(L, 1);
|
|
if (i >= NUMMOBJTYPES)
|
|
return luaL_error(L, "mobjinfo[] index %d out of range (0 - %d)", i, NUMMOBJTYPES-1);
|
|
LUA_PushUserdata(L, &mobjinfo[i], META_MOBJINFO);
|
|
return 1;
|
|
}
|
|
|
|
// Lua table full of data -> mobjinfo[]
|
|
static int lib_setMobjInfo(lua_State *L)
|
|
{
|
|
mobjinfo_t *info;
|
|
lua_remove(L, 1); // don't care about mobjinfo[] userdata.
|
|
{
|
|
UINT32 i = luaL_checkinteger(L, 1);
|
|
if (i >= NUMMOBJTYPES)
|
|
return luaL_error(L, "mobjinfo[] index %d out of range (0 - %d)", i, NUMMOBJTYPES-1);
|
|
info = &mobjinfo[i]; // get the mobjinfo to assign to.
|
|
}
|
|
luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table.
|
|
lua_remove(L, 1); // pop mobjtype num, don't need it any more.
|
|
lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the mobjinfo.
|
|
|
|
if (hud_running)
|
|
return luaL_error(L, "Do not alter mobjinfo in HUD rendering code!");
|
|
|
|
// clear the mobjinfo to start with, in case of missing table elements
|
|
memset(info,0,sizeof(mobjinfo_t));
|
|
info->doomednum = -1; // default to no editor value
|
|
info->spawnhealth = 1; // avoid 'dead' noclip behaviors
|
|
|
|
lua_pushnil(L);
|
|
while (lua_next(L, 1)) {
|
|
lua_Integer i = 0;
|
|
const char *str = NULL;
|
|
lua_Integer value;
|
|
if (lua_isnumber(L, 2))
|
|
i = lua_tointeger(L, 2);
|
|
else
|
|
str = luaL_checkstring(L, 2);
|
|
|
|
if (i == 1 || (str && fastcmp(str,"doomednum")))
|
|
info->doomednum = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 2 || (str && fastcmp(str,"spawnstate"))) {
|
|
value = luaL_checkinteger(L, 3);
|
|
if (value < S_NULL || value >= NUMSTATES)
|
|
return luaL_error(L, "spawnstate number %d is invalid.", value);
|
|
info->spawnstate = (statenum_t)value;
|
|
} else if (i == 3 || (str && fastcmp(str,"spawnhealth")))
|
|
info->spawnhealth = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 4 || (str && fastcmp(str,"seestate"))) {
|
|
value = luaL_checkinteger(L, 3);
|
|
if (value < S_NULL || value >= NUMSTATES)
|
|
return luaL_error(L, "seestate number %d is invalid.", value);
|
|
info->seestate = (statenum_t)value;
|
|
} else if (i == 5 || (str && fastcmp(str,"seesound"))) {
|
|
value = luaL_checkinteger(L, 3);
|
|
if (value < sfx_None || value >= NUMSFX)
|
|
return luaL_error(L, "seesound number %d is invalid.", value);
|
|
info->seesound = (sfxenum_t)value;
|
|
} else if (i == 6 || (str && fastcmp(str,"reactiontime")))
|
|
info->reactiontime = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 7 || (str && fastcmp(str,"attacksound")))
|
|
info->attacksound = luaL_checkinteger(L, 3);
|
|
else if (i == 8 || (str && fastcmp(str,"painstate")))
|
|
info->painstate = luaL_checkinteger(L, 3);
|
|
else if (i == 9 || (str && fastcmp(str,"painchance")))
|
|
info->painchance = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 10 || (str && fastcmp(str,"painsound")))
|
|
info->painsound = luaL_checkinteger(L, 3);
|
|
else if (i == 11 || (str && fastcmp(str,"meleestate")))
|
|
info->meleestate = luaL_checkinteger(L, 3);
|
|
else if (i == 12 || (str && fastcmp(str,"missilestate")))
|
|
info->missilestate = luaL_checkinteger(L, 3);
|
|
else if (i == 13 || (str && fastcmp(str,"deathstate")))
|
|
info->deathstate = luaL_checkinteger(L, 3);
|
|
else if (i == 14 || (str && fastcmp(str,"xdeathstate")))
|
|
info->xdeathstate = luaL_checkinteger(L, 3);
|
|
else if (i == 15 || (str && fastcmp(str,"deathsound")))
|
|
info->deathsound = luaL_checkinteger(L, 3);
|
|
else if (i == 16 || (str && fastcmp(str,"speed")))
|
|
info->speed = luaL_checkfixed(L, 3);
|
|
else if (i == 17 || (str && fastcmp(str,"radius")))
|
|
info->radius = luaL_checkfixed(L, 3);
|
|
else if (i == 18 || (str && fastcmp(str,"height")))
|
|
info->height = luaL_checkfixed(L, 3);
|
|
else if (i == 19 || (str && fastcmp(str,"dispoffset")))
|
|
info->dispoffset = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 20 || (str && fastcmp(str,"mass")))
|
|
info->mass = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 21 || (str && fastcmp(str,"damage")))
|
|
info->damage = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 22 || (str && fastcmp(str,"activesound")))
|
|
info->activesound = luaL_checkinteger(L, 3);
|
|
else if (i == 23 || (str && fastcmp(str,"flags")))
|
|
info->flags = (INT32)luaL_checkinteger(L, 3);
|
|
else if (i == 24 || (str && fastcmp(str,"raisestate"))) {
|
|
info->raisestate = luaL_checkinteger(L, 3);
|
|
}
|
|
lua_pop(L, 1);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// #mobjinfo -> NUMMOBJTYPES
|
|
static int lib_mobjinfolen(lua_State *L)
|
|
{
|
|
lua_pushinteger(L, NUMMOBJTYPES);
|
|
return 1;
|
|
}
|
|
|
|
// mobjinfo_t *, field -> number
|
|
static int mobjinfo_get(lua_State *L)
|
|
{
|
|
mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO));
|
|
const char *field = luaL_checkstring(L, 2);
|
|
|
|
I_Assert(info != NULL);
|
|
I_Assert(info >= mobjinfo);
|
|
|
|
if (fastcmp(field,"doomednum"))
|
|
lua_pushinteger(L, info->doomednum);
|
|
else if (fastcmp(field,"spawnstate"))
|
|
lua_pushinteger(L, info->spawnstate);
|
|
else if (fastcmp(field,"spawnhealth"))
|
|
lua_pushinteger(L, info->spawnhealth);
|
|
else if (fastcmp(field,"seestate"))
|
|
lua_pushinteger(L, info->seestate);
|
|
else if (fastcmp(field,"seesound"))
|
|
lua_pushinteger(L, info->seesound);
|
|
else if (fastcmp(field,"reactiontime"))
|
|
lua_pushinteger(L, info->reactiontime);
|
|
else if (fastcmp(field,"attacksound"))
|
|
lua_pushinteger(L, info->attacksound);
|
|
else if (fastcmp(field,"painstate"))
|
|
lua_pushinteger(L, info->painstate);
|
|
else if (fastcmp(field,"painchance"))
|
|
lua_pushinteger(L, info->painchance);
|
|
else if (fastcmp(field,"painsound"))
|
|
lua_pushinteger(L, info->painsound);
|
|
else if (fastcmp(field,"meleestate"))
|
|
lua_pushinteger(L, info->meleestate);
|
|
else if (fastcmp(field,"missilestate"))
|
|
lua_pushinteger(L, info->missilestate);
|
|
else if (fastcmp(field,"deathstate"))
|
|
lua_pushinteger(L, info->deathstate);
|
|
else if (fastcmp(field,"xdeathstate"))
|
|
lua_pushinteger(L, info->xdeathstate);
|
|
else if (fastcmp(field,"deathsound"))
|
|
lua_pushinteger(L, info->deathsound);
|
|
else if (fastcmp(field,"speed"))
|
|
lua_pushinteger(L, info->speed); // sometimes it's fixed_t, sometimes it's not...
|
|
else if (fastcmp(field,"radius"))
|
|
lua_pushfixed(L, info->radius);
|
|
else if (fastcmp(field,"height"))
|
|
lua_pushfixed(L, info->height);
|
|
else if (fastcmp(field,"dispoffset"))
|
|
lua_pushinteger(L, info->dispoffset);
|
|
else if (fastcmp(field,"mass"))
|
|
lua_pushinteger(L, info->mass);
|
|
else if (fastcmp(field,"damage"))
|
|
lua_pushinteger(L, info->damage);
|
|
else if (fastcmp(field,"activesound"))
|
|
lua_pushinteger(L, info->activesound);
|
|
else if (fastcmp(field,"flags"))
|
|
lua_pushinteger(L, info->flags);
|
|
else if (fastcmp(field,"raisestate"))
|
|
lua_pushinteger(L, info->raisestate);
|
|
else {
|
|
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
|
I_Assert(lua_istable(L, -1));
|
|
lua_pushlightuserdata(L, info);
|
|
lua_rawget(L, -2);
|
|
if (!lua_istable(L, -1)) { // no extra values table
|
|
CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "mobjinfo_t", field);
|
|
return 0;
|
|
}
|
|
lua_getfield(L, -1, field);
|
|
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"), "mobjinfo_t", field);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// mobjinfo_t *, field, number -> mobjinfo[]
|
|
static int mobjinfo_set(lua_State *L)
|
|
{
|
|
mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO));
|
|
const char *field = luaL_checkstring(L, 2);
|
|
|
|
if (hud_running)
|
|
return luaL_error(L, "Do not alter mobjinfo in HUD rendering code!");
|
|
|
|
I_Assert(info != NULL);
|
|
I_Assert(info >= mobjinfo);
|
|
|
|
if (fastcmp(field,"doomednum"))
|
|
info->doomednum = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"spawnstate"))
|
|
info->spawnstate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"spawnhealth"))
|
|
info->spawnhealth = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"seestate"))
|
|
info->seestate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"seesound"))
|
|
info->seesound = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"reactiontime"))
|
|
info->reactiontime = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"attacksound"))
|
|
info->attacksound = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"painstate"))
|
|
info->painstate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"painchance"))
|
|
info->painchance = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"painsound"))
|
|
info->painsound = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"meleestate"))
|
|
info->meleestate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"missilestate"))
|
|
info->missilestate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"deathstate"))
|
|
info->deathstate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"xdeathstate"))
|
|
info->xdeathstate = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"deathsound"))
|
|
info->deathsound = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"speed"))
|
|
info->speed = luaL_checkfixed(L, 3);
|
|
else if (fastcmp(field,"radius"))
|
|
info->radius = luaL_checkfixed(L, 3);
|
|
else if (fastcmp(field,"height"))
|
|
info->height = luaL_checkfixed(L, 3);
|
|
else if (fastcmp(field,"dispoffset"))
|
|
info->dispoffset = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"mass"))
|
|
info->mass = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"damage"))
|
|
info->damage = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"activesound"))
|
|
info->activesound = luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"flags"))
|
|
info->flags = (INT32)luaL_checkinteger(L, 3);
|
|
else if (fastcmp(field,"raisestate"))
|
|
info->raisestate = luaL_checkinteger(L, 3);
|
|
else {
|
|
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
|
I_Assert(lua_istable(L, -1));
|
|
lua_pushlightuserdata(L, info);
|
|
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"), "mobjinfo_t", field);
|
|
lua_newtable(L);
|
|
lua_pushlightuserdata(L, info);
|
|
lua_pushvalue(L, -2); // ext value table
|
|
lua_rawset(L, -4); // LREG_EXTVARS table
|
|
}
|
|
lua_pushvalue(L, 3); // value to store
|
|
lua_setfield(L, -2, field);
|
|
lua_pop(L, 2);
|
|
}
|
|
//else
|
|
//return luaL_error(L, LUA_QL("mobjinfo_t") " has no field named " LUA_QS, field);
|
|
return 0;
|
|
}
|
|
|
|
// mobjinfo_t * -> MT_*
|
|
static int mobjinfo_num(lua_State *L)
|
|
{
|
|
mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO));
|
|
|
|
I_Assert(info != NULL);
|
|
I_Assert(info >= mobjinfo);
|
|
|
|
lua_pushinteger(L, info-mobjinfo);
|
|
return 1;
|
|
}
|
|
|
|
//////////////
|
|
// SFX INFO //
|
|
//////////////
|
|
|
|
// Arbitrary S_sfx[] table index -> sfxinfo_t *
|
|
static int lib_getSfxInfo(lua_State *L)
|
|
{
|
|
UINT32 i;
|
|
lua_remove(L, 1);
|
|
|
|
i = luaL_checkinteger(L, 1);
|
|
if (i >= NUMSFX)
|
|
return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1);
|
|
LUA_PushUserdata(L, &S_sfx[i], META_SFXINFO);
|
|
return 1;
|
|
}
|
|
|
|
// stack: dummy, S_sfx[] table index, table of values to set.
|
|
static int lib_setSfxInfo(lua_State *L)
|
|
{
|
|
sfxinfo_t *info;
|
|
|
|
lua_remove(L, 1);
|
|
{
|
|
UINT32 i = luaL_checkinteger(L, 1);
|
|
if (i >= NUMSFX)
|
|
return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1);
|
|
info = &S_sfx[i]; // get the mobjinfo to assign to.
|
|
}
|
|
luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table.
|
|
lua_remove(L, 1); // pop mobjtype num, don't need it any more.
|
|
lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the mobjinfo.
|
|
|
|
if (hud_running)
|
|
return luaL_error(L, "Do not alter sfxinfo in HUD rendering code!");
|
|
|
|
lua_pushnil(L);
|
|
while (lua_next(L, 1)) {
|
|
enum sfxinfo_write i;
|
|
|
|
if (lua_isnumber(L, 2))
|
|
i = lua_tointeger(L, 2) - 1; // lua is one based, this enum is zero based.
|
|
else
|
|
i = luaL_checkoption(L, 2, NULL, sfxinfo_wopt);
|
|
|
|
switch(i)
|
|
{
|
|
case sfxinfow_singular:
|
|
info->singularity = luaL_checkboolean(L, 3);
|
|
break;
|
|
case sfxinfow_priority:
|
|
info->priority = (INT32)luaL_checkinteger(L, 3);
|
|
break;
|
|
case sfxinfow_flags:
|
|
info->pitch = (INT32)luaL_checkinteger(L, 3);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
lua_pop(L, 1);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int lib_sfxlen(lua_State *L)
|
|
{
|
|
lua_pushinteger(L, NUMSFX);
|
|
return 1;
|
|
}
|
|
|
|
// sfxinfo_t *, field
|
|
static int sfxinfo_get(lua_State *L)
|
|
{
|
|
sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO));
|
|
enum sfxinfo_read field = luaL_checkoption(L, 2, NULL, sfxinfo_ropt);
|
|
|
|
I_Assert(sfx != NULL);
|
|
|
|
switch (field)
|
|
{
|
|
case sfxinfor_name:
|
|
lua_pushstring(L, sfx->name);
|
|
return 1;
|
|
case sfxinfor_singular:
|
|
lua_pushboolean(L, sfx->singularity);
|
|
return 1;
|
|
case sfxinfor_priority:
|
|
lua_pushinteger(L, sfx->priority);
|
|
return 1;
|
|
case sfxinfor_flags:
|
|
lua_pushinteger(L, sfx->pitch);
|
|
return 1;
|
|
case sfxinfor_skinsound:
|
|
lua_pushinteger(L, sfx->skinsound);
|
|
return 1;
|
|
default:
|
|
return luaL_error(L, "impossible error");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// sfxinfo_t *, field, value
|
|
static int sfxinfo_set(lua_State *L)
|
|
{
|
|
sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO));
|
|
enum sfxinfo_write field = luaL_checkoption(L, 2, NULL, sfxinfo_wopt);
|
|
|
|
if (hud_running)
|
|
return luaL_error(L, "Do not alter S_sfx in HUD rendering code!");
|
|
|
|
I_Assert(sfx != NULL);
|
|
|
|
lua_remove(L, 1); // remove sfxinfo
|
|
lua_remove(L, 1); // remove field
|
|
lua_settop(L, 1); // leave only one value
|
|
|
|
switch (field)
|
|
{
|
|
case sfxinfow_singular:
|
|
sfx->singularity = luaL_checkboolean(L, 1);
|
|
break;
|
|
case sfxinfow_priority:
|
|
sfx->priority = luaL_checkinteger(L, 1);
|
|
break;
|
|
case sfxinfow_flags:
|
|
sfx->pitch = luaL_checkinteger(L, 1);
|
|
break;
|
|
default:
|
|
return luaL_error(L, "impossible error");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int sfxinfo_num(lua_State *L)
|
|
{
|
|
sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO));
|
|
|
|
I_Assert(sfx != NULL);
|
|
I_Assert(sfx >= S_sfx);
|
|
|
|
lua_pushinteger(L, (UINT32)(sfx-S_sfx));
|
|
return 1;
|
|
}
|
|
|
|
//////////////////////////////
|
|
//
|
|
// Now push all these functions into the Lua state!
|
|
//
|
|
//
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int LUA_InfoLib(lua_State *L)
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{
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// index of A_Lua actions to run for each state
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lua_newtable(L);
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lua_setfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
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// index of globally available Lua actions by function name
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lua_newtable(L);
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lua_setfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
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luaL_newmetatable(L, META_STATE);
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lua_pushcfunction(L, state_get);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, state_set);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, state_num);
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lua_setfield(L, -2, "__len");
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lua_pop(L, 1);
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luaL_newmetatable(L, META_MOBJINFO);
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lua_pushcfunction(L, mobjinfo_get);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, mobjinfo_set);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, mobjinfo_num);
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lua_setfield(L, -2, "__len");
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lua_pop(L, 1);
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luaL_newmetatable(L, META_SFXINFO);
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lua_pushcfunction(L, sfxinfo_get);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, sfxinfo_set);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, sfxinfo_num);
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lua_setfield(L, -2, "__len");
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lua_pop(L, 1);
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lua_newuserdata(L, 0);
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lua_createtable(L, 0, 2);
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lua_pushcfunction(L, lib_getSprname);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, lib_sprnamelen);
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lua_setfield(L, -2, "__len");
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lua_setmetatable(L, -2);
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lua_setglobal(L, "sprnames");
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lua_newuserdata(L, 0);
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lua_createtable(L, 0, 2);
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lua_pushcfunction(L, lib_getSpr2name);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, lib_spr2namelen);
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lua_setfield(L, -2, "__len");
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lua_setmetatable(L, -2);
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lua_setglobal(L, "spr2names");
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lua_newuserdata(L, 0);
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lua_createtable(L, 0, 2);
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lua_pushcfunction(L, lib_getState);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, lib_setState);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, lib_statelen);
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lua_setfield(L, -2, "__len");
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lua_setmetatable(L, -2);
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lua_setglobal(L, "states");
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lua_newuserdata(L, 0);
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lua_createtable(L, 0, 2);
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lua_pushcfunction(L, lib_getMobjInfo);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, lib_setMobjInfo);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, lib_mobjinfolen);
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lua_setfield(L, -2, "__len");
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lua_setmetatable(L, -2);
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lua_setglobal(L, "mobjinfo");
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lua_newuserdata(L, 0);
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lua_createtable(L, 0, 2);
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lua_pushcfunction(L, lib_getSfxInfo);
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lua_setfield(L, -2, "__index");
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lua_pushcfunction(L, lib_setSfxInfo);
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lua_setfield(L, -2, "__newindex");
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lua_pushcfunction(L, lib_sfxlen);
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lua_setfield(L, -2, "__len");
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lua_setmetatable(L, -2);
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lua_pushvalue(L, -1);
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lua_setglobal(L, "S_sfx");
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lua_setglobal(L, "sfxinfo");
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return 0;
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}
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#endif
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