// BLANKART //----------------------------------------------------------------------------- // Copyright (C) 2012-2016 by John "JTE" Muniz. // Copyright (C) 2012-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file lua_mobjlib.c /// \brief mobj/thing library for Lua scripting #include "doomdef.h" #include "r_skins.h" #include "p_local.h" #include "g_game.h" #include "p_setup.h" #include "lua_script.h" #include "lua_libs.h" #include "lua_hud.h" // hud_running errors #include "lua_hook.h" // hook_cmd_running errors enum mobj_e { mobj_valid = 0, mobj_x, mobj_y, mobj_z, mobj_snext, mobj_sprev, mobj_angle, mobj_pitch, mobj_roll, mobj_slopepitch, mobj_sloperoll, mobj_rollangle, mobj_sprite, mobj_frame, mobj_sprite2, mobj_anim_duration, mobj_spritexscale, mobj_spriteyscale, mobj_spritexoffset, mobj_spriteyoffset, mobj_floorspriteslope, mobj_lightlevel, mobj_touching_sectorlist, mobj_subsector, mobj_floorz, mobj_ceilingz, mobj_floorrover, mobj_ceilingrover, mobj_radius, mobj_height, mobj_momx, mobj_momy, mobj_momz, mobj_pmomz, mobj_tics, mobj_state, mobj_flags, mobj_flags2, mobj_eflags, mobj_renderflags, #if 0 mobj_renderflags2, #endif mobj_skin, mobj_voice, mobj_color, mobj_bnext, mobj_bprev, mobj_hnext, mobj_hprev, mobj_type, mobj_info, mobj_health, mobj_movedir, mobj_movecount, mobj_target, mobj_reactiontime, mobj_threshold, mobj_player, mobj_lastlook, mobj_spawnpoint, mobj_tracer, mobj_friction, mobj_movefactor, mobj_gravity, mobj_fuse, mobj_watertop, mobj_waterbottom, mobj_mobjnum, mobj_scale, mobj_destscale, mobj_scalespeed, mobj_extravalue1, mobj_extravalue2, mobj_extravalue3, mobj_cusval, mobj_cvmem, mobj_mobjlifetime, mobj_standingslope, mobj_colorized, mobj_mirrored, mobj_shadowscale, mobj_whiteshadow, mobj_sprxoff, mobj_spryoff, mobj_sprzoff, mobj_bakexoff, mobj_bakeyoff, mobj_bakezoff, mobj_bakexpiv, mobj_bakeypiv, mobj_bakezpiv, mobj_terrain, mobj_dispoffset, mobj_tid, mobj_special, mobj_args, mobj_stringargs }; static const char *const mobj_opt[] = { "valid", "x", "y", "z", "snext", "sprev", "angle", "pitch", "roll", "slopepitch", "sloperoll", "rollangle", "sprite", "frame", "sprite2", "anim_duration", "spritexscale", "spriteyscale", "spritexoffset", "spriteyoffset", "floorspriteslope", "lightlevel", "touching_sectorlist", "subsector", "floorz", "ceilingz", "floorrover", "ceilingrover", "radius", "height", "momx", "momy", "momz", "pmomz", "tics", "state", "flags", "flags2", "eflags", "renderflags", #if 0 "renderflags2", #endif "skin", "voice", "color", "bnext", "bprev", "hnext", "hprev", "type", "info", "health", "movedir", "movecount", "target", "reactiontime", "threshold", "player", "lastlook", "spawnpoint", "tracer", "friction", "movefactor", "gravity", "fuse", "watertop", "waterbottom", "mobjnum", "scale", "destscale", "scalespeed", "extravalue1", "extravalue2", "extravalue3", "cusval", "cvmem", "mobjlifetime", "standingslope", "colorized", "mirrored", "shadowscale", "whiteshadow", "sprxoff", "spryoff", "sprzoff", "bakexoff", "bakeyoff", "bakezoff", "bakexpiv", "bakeypiv", "bakezpiv", "terrain", "dispoffset", "tid", "special", "args", "stringargs", NULL}; #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) #define F(x) x - 'A' static UINT32 spr2frame(UINT8 spr2, UINT32 frame) { switch (spr2) { case SPR2_STIN: case SPR2_STGL: case SPR2_STGR: case SPR2_STLL: case SPR2_STLR: return F('A') + (frame & 1); case SPR2_STIL: return F('C') + (frame & 1); case SPR2_STIR: return F('E') + (frame & 1); case SPR2_SLWN: case SPR2_SLGL: case SPR2_SLGR: case SPR2_SLLL: case SPR2_SLLR: return frame & 1 ? F('G') : F('J'); case SPR2_SLWL: return frame & 1 ? F('H') : F('K'); case SPR2_SLWR: return frame & 1 ? F('I') : F('L'); case SPR2_FSTN: case SPR2_FSGL: case SPR2_FSGR: case SPR2_FSLL: case SPR2_FSLR: return frame & 1 ? F('J') : F('A'); case SPR2_FSTL: return frame & 1 ? F('K') : F('C'); case SPR2_FSTR: return frame & 1 ? F('L') : F('E'); case SPR2_DRLN: case SPR2_DRLO: case SPR2_DRLI: return F('M') + (frame & 1); case SPR2_DRRN: case SPR2_DRRO: case SPR2_DRRI: return F('O') + (frame & 1); case SPR2_SPIN: case SPR2_DEAD: return F('Q'); case SPR2_SIGN: return F('S'); case SPR2_KART: if ((frame & FF_FRAMEMASK) == 0) return F('R'); // squish else return F('S') + (frame & FF_FRAMEMASK); default: return F('A'); // idk??? } } #undef F static int mobj_get(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt); lua_settop(L, 2); if (!mo || !G_GamestateUsesLevel()) { if (field == mobj_valid) { lua_pushboolean(L, 0); return 1; } if (!mo) { return LUA_ErrInvalid(L, "mobj_t"); } else return luaL_error(L, "Do not access an mobj_t field outside a level!"); } switch(field) { case mobj_valid: lua_pushboolean(L, 1); break; case mobj_x: lua_pushfixed(L, mo->x); break; case mobj_y: lua_pushfixed(L, mo->y); break; case mobj_z: lua_pushfixed(L, mo->z); break; case mobj_snext: LUA_PushUserdata(L, mo->snext, META_MOBJ); break; case mobj_sprev: // sprev is actually the previous mobj's snext pointer, // or the subsector->sector->thing_list if there is no previous mobj, // i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included. return UNIMPLEMENTED; case mobj_angle: lua_pushangle(L, mo->angle); break; case mobj_pitch: lua_pushangle(L, mo->pitch); break; case mobj_roll: lua_pushangle(L, mo->roll); break; case mobj_slopepitch: lua_pushangle(L, mo->slopepitch); break; case mobj_sloperoll: lua_pushangle(L, mo->sloperoll); break; case mobj_rollangle: lua_pushangle(L, mo->rollangle); break; case mobj_sprite: lua_pushinteger(L, mo->sprite); break; case mobj_frame: { UINT32 frame = mo->frame; // translate SPR2 back to frames if (lua_compatmode && mo->sprite == SPR_PLAY) frame = (frame & ~FF_FRAMEMASK) | spr2frame(mo->sprite2, mo->frame); lua_pushinteger(L, frame); break; } case mobj_sprite2: lua_pushinteger(L, mo->sprite2); break; case mobj_anim_duration: lua_pushinteger(L, mo->anim_duration); break; case mobj_spritexscale: lua_pushfixed(L, mo->spritexscale); break; case mobj_spriteyscale: lua_pushfixed(L, mo->spriteyscale); break; case mobj_spritexoffset: lua_pushfixed(L, mo->spritexoffset); break; case mobj_spriteyoffset: lua_pushfixed(L, mo->spriteyoffset); break; case mobj_floorspriteslope: LUA_PushUserdata(L, mo->floorspriteslope, META_SLOPE); break; case mobj_lightlevel: lua_pushinteger(L, mo->lightlevel); break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR); break; case mobj_floorz: lua_pushfixed(L, mo->floorz); break; case mobj_ceilingz: lua_pushfixed(L, mo->ceilingz); break; case mobj_floorrover: LUA_PushUserdata(L, mo->floorrover, META_FFLOOR); break; case mobj_ceilingrover: LUA_PushUserdata(L, mo->ceilingrover, META_FFLOOR); break; case mobj_radius: lua_pushfixed(L, mo->radius); break; case mobj_height: lua_pushfixed(L, mo->height); break; case mobj_momx: lua_pushfixed(L, mo->momx); break; case mobj_momy: lua_pushfixed(L, mo->momy); break; case mobj_momz: lua_pushfixed(L, mo->momz); break; case mobj_pmomz: lua_pushfixed(L, mo->pmomz); break; case mobj_tics: lua_pushinteger(L, mo->tics); break; case mobj_state: // state number, not struct lua_pushinteger(L, mo->state-states); break; case mobj_flags: lua_pushinteger(L, mo->flags); break; case mobj_flags2: { UINT32 flags2 = mo->flags2; if (lua_compatmode && (mo->renderflags & RF_DONTDRAW) == RF_DONTDRAW) flags2 |= MF2_DONTDRAW; if (lua_compatmode && (mo->renderflags & RF_GHOSTLY)) flags2 |= MF2_SHADOW; lua_pushinteger(L, flags2); break; } case mobj_eflags: { UINT32 eflags = mo->eflags; // yes, not UINT16 if (lua_compatmode) { // The old eflags compat system causes rendering issues for characters like // the MK64 cast. This system causes rendering issues in certain gameplay // mods. At least in this case, character mods take priority, so we set // up compatibility like so: eflags |= mo->renderflags & RF_DONTDRAW ? ~mo->renderflags & RF_DONTDRAW : 0; } lua_pushinteger(L, eflags); break; } case mobj_renderflags: lua_pushinteger(L, mo->renderflags); break; #if 0 case mobj_renderflags2: lua_pushinteger(L, mo->renderflags2); break; #endif case mobj_skin: // skin name or nil, not struct if (!mo->skin) return 0; lua_pushstring(L, ((skin_t *)mo->skin)->name); break; case mobj_voice: // just push the struct damnit! LUA_PushUserdata(L, mo->voice, META_VOICE); break; case mobj_color: lua_pushinteger(L, mo->color); break; case mobj_bnext: LUA_PushUserdata(L, mo->bnext, META_MOBJ); break; case mobj_bprev: // bprev -- same deal as sprev above, but for the blockmap. return UNIMPLEMENTED; case mobj_hnext: if (mo->hnext && P_MobjWasRemoved(mo->hnext)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->hnext, NULL); return 0; } LUA_PushUserdata(L, mo->hnext, META_MOBJ); break; case mobj_hprev: if (mo->hprev && P_MobjWasRemoved(mo->hprev)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->hprev, NULL); return 0; } LUA_PushUserdata(L, mo->hprev, META_MOBJ); break; case mobj_type: lua_pushinteger(L, mo->type); break; case mobj_info: LUA_PushUserdata(L, &mobjinfo[mo->type], META_MOBJINFO); break; case mobj_health: lua_pushinteger(L, mo->health); break; case mobj_movedir: lua_pushinteger(L, mo->movedir); break; case mobj_movecount: lua_pushinteger(L, mo->movecount); break; case mobj_target: if (mo->target && P_MobjWasRemoved(mo->target)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->target, NULL); return 0; } LUA_PushUserdata(L, mo->target, META_MOBJ); break; case mobj_reactiontime: lua_pushinteger(L, mo->reactiontime); break; case mobj_threshold: lua_pushinteger(L, mo->threshold); break; case mobj_player: LUA_PushUserdata(L, mo->player, META_PLAYER); break; case mobj_lastlook: lua_pushinteger(L, mo->lastlook); break; case mobj_spawnpoint: LUA_PushUserdata(L, mo->spawnpoint, META_MAPTHING); break; case mobj_tracer: if (mo->tracer && P_MobjWasRemoved(mo->tracer)) { // don't put invalid mobj back into Lua. P_SetTarget(&mo->tracer, NULL); return 0; } LUA_PushUserdata(L, mo->tracer, META_MOBJ); break; case mobj_friction: lua_pushfixed(L, mo->friction); break; case mobj_movefactor: lua_pushfixed(L, mo->movefactor); break; case mobj_gravity: lua_pushfixed(L, mo->gravity); break; case mobj_fuse: lua_pushinteger(L, mo->fuse); break; case mobj_watertop: lua_pushfixed(L, mo->watertop); break; case mobj_waterbottom: lua_pushfixed(L, mo->waterbottom); break; case mobj_mobjnum: // mobjnum is a networking thing generated for $$$.sav // and therefore shouldn't be used by Lua. return UNIMPLEMENTED; case mobj_scale: lua_pushfixed(L, mo->scale); break; case mobj_destscale: lua_pushfixed(L, mo->destscale); break; case mobj_scalespeed: lua_pushfixed(L, mo->scalespeed); break; case mobj_extravalue1: lua_pushinteger(L, mo->extravalue1); break; case mobj_extravalue2: lua_pushinteger(L, mo->extravalue2); break; case mobj_extravalue3: lua_pushinteger(L, mo->extravalue3); break; case mobj_cusval: lua_pushinteger(L, mo->cusval); break; case mobj_cvmem: lua_pushinteger(L, mo->cvmem); break; case mobj_mobjlifetime: lua_pushinteger(L, mo->mobjlifetime); break; case mobj_standingslope: LUA_PushUserdata(L, mo->standingslope, META_SLOPE); break; case mobj_colorized: lua_pushboolean(L, mo->colorized); break; case mobj_mirrored: lua_pushboolean(L, mo->mirrored); break; case mobj_shadowscale: lua_pushfixed(L, mo->shadowscale); break; case mobj_whiteshadow: lua_pushboolean(L, mo->whiteshadow); break; case mobj_sprxoff: lua_pushfixed(L, mo->sprxoff); break; case mobj_spryoff: lua_pushfixed(L, mo->spryoff); break; case mobj_sprzoff: lua_pushfixed(L, mo->sprzoff); break; case mobj_bakexoff: lua_pushfixed(L, mo->bakexoff); break; case mobj_bakeyoff: lua_pushfixed(L, mo->bakeyoff); break; case mobj_bakezoff: lua_pushfixed(L, mo->bakezoff); break; case mobj_bakexpiv: lua_pushfixed(L, mo->bakexpiv); break; case mobj_bakeypiv: lua_pushfixed(L, mo->bakeypiv); break; case mobj_bakezpiv: lua_pushfixed(L, mo->bakezpiv); break; case mobj_terrain: LUA_PushUserdata(L, mo->terrain, META_TERRAIN); break; case mobj_dispoffset: lua_pushinteger(L, mo->dispoffset); break; case mobj_tid: lua_pushinteger(L, mo->tid); break; case mobj_special: lua_pushinteger(L, mo->special); break; case mobj_args: LUA_PushUserdata(L, mo->args, META_THINGARGS); break; case mobj_stringargs: LUA_PushUserdata(L, mo->stringargs, META_THINGSTRINGARGS); break; default: // extra custom variables in Lua memory lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, mo); lua_rawget(L, -2); if (!lua_istable(L, -1)) { // no extra values table CONS_Debug(DBG_LUA, M_GetText("'%s' has no extvars table or field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2)); return 0; } lua_pushvalue(L, 2); // field name lua_gettable(L, -2); if (lua_isnil(L, -1)) // no value for this field CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2)); break; } return 1; } static inline UINT32 eflags_vischeck(UINT32 eflags) { UINT8 playerhide; playerhide = 0; if (eflags & RF_DONTDRAW) { // Visibility checks are necessary playerhide = (UINT8)((eflags & RF_DONTDRAW) >> RF_HIDESHIFT); // Hiding is the opposite of visibility. playerhide = (~playerhide) & 0x0F; } return ((UINT32)(playerhide) << RF_HIDESHIFT); } #define NOSET luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly.", mobj_opt[field]) #define NOSETPOS luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_Move") ", " LUA_QL("P_TryMove") ", or " LUA_QL("P_SetOrigin") ", or " LUA_QL("P_MoveOrigin") " instead.", mobj_opt[field]) static int mobj_set(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); enum mobj_e field = Lua_optoption(L, 2, mobj_opt[0], mobj_opt); lua_settop(L, 3); INLEVEL if (!mo) return LUA_ErrInvalid(L, "mobj_t"); if (hud_running) return luaL_error(L, "Do not alter mobj_t in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter mobj_t in CMD building code!"); switch(field) { case mobj_valid: return NOSET; case mobj_x: return NOSETPOS; case mobj_y: return NOSETPOS; case mobj_z: { // z doesn't cross sector bounds so it's okay. tm_t ptm = g_tm; mo->z = luaL_checkfixed(L, 3); P_CheckPosition(mo, mo->x, mo->y, NULL); mo->floorz = g_tm.floorz; mo->ceilingz = g_tm.ceilingz; mo->floorrover = g_tm.floorrover; mo->ceilingrover = g_tm.ceilingrover; P_RestoreTMStruct(ptm); break; } case mobj_snext: return NOSETPOS; case mobj_sprev: return UNIMPLEMENTED; case mobj_angle: mo->angle = luaL_checkangle(L, 3); if (mo->player) P_SetPlayerAngle(mo->player, mo->angle); break; case mobj_pitch: mo->pitch = luaL_checkangle(L, 3); break; case mobj_roll: mo->roll = luaL_checkangle(L, 3); break; case mobj_slopepitch: mo->slopepitch = luaL_checkangle(L, 3); break; case mobj_sloperoll: mo->sloperoll = luaL_checkangle(L, 3); break; case mobj_rollangle: mo->rollangle = luaL_checkangle(L, 3); break; case mobj_sprite: { spritenum_t newsprite = luaL_checkinteger(L, 3); if (lua_compatmode) { if (mo->sprite != SPR_PLAY && newsprite == SPR_PLAY) // switch to spr2 { UINT8 outframe; mo->sprite2 = P_KartFrameToSprite2(mo->skin, mo->frame, &outframe); mo->frame = (mo->frame & ~FF_FRAMEMASK) | outframe; } else if (mo->sprite == SPR_PLAY && newsprite != SPR_PLAY) // switch from spr2 { mo->frame = spr2frame(mo->sprite2, mo->frame); } } mo->sprite = newsprite; break; } case mobj_frame: // Check for SPR2 if (lua_compatmode && mo->sprite == SPR_PLAY) { UINT8 outframe; UINT32 newframe = luaL_checkinteger(L, 3); mo->sprite2 = P_KartFrameToSprite2(mo->skin, newframe, &outframe); mo->frame = (newframe & ~FF_FRAMEMASK) | outframe; } else mo->frame = (UINT32)luaL_checkinteger(L, 3); break; case mobj_sprite2: mo->sprite2 = P_GetSkinSprite2(((skin_t *)mo->skin), (UINT8)luaL_checkinteger(L, 3), mo->player); break; case mobj_anim_duration: mo->anim_duration = (UINT16)luaL_checkinteger(L, 3); break; case mobj_spritexscale: mo->spritexscale = luaL_checkfixed(L, 3); break; case mobj_spriteyscale: mo->spriteyscale = luaL_checkfixed(L, 3); break; case mobj_spritexoffset: mo->spritexoffset = luaL_checkfixed(L, 3); break; case mobj_spriteyoffset: mo->spriteyoffset = luaL_checkfixed(L, 3); break; case mobj_floorspriteslope: return NOSET; case mobj_lightlevel: mo->lightlevel = (INT16)luaL_checkinteger(L, 3); break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: return NOSETPOS; case mobj_floorz: return NOSETPOS; case mobj_ceilingz: return NOSETPOS; case mobj_floorrover: return NOSET; case mobj_ceilingrover: return NOSET; case mobj_radius: { tm_t ptm = g_tm; mo->radius = luaL_checkfixed(L, 3); if (mo->radius < 0) mo->radius = 0; P_CheckPosition(mo, mo->x, mo->y, NULL); mo->floorz = g_tm.floorz; mo->ceilingz = g_tm.ceilingz; mo->floorrover = g_tm.floorrover; mo->ceilingrover = g_tm.ceilingrover; P_RestoreTMStruct(ptm); break; } case mobj_height: { tm_t ptm = g_tm; mo->height = luaL_checkfixed(L, 3); if (mo->height < 0) mo->height = 0; P_CheckPosition(mo, mo->x, mo->y, NULL); mo->floorz = g_tm.floorz; mo->ceilingz = g_tm.ceilingz; mo->floorrover = g_tm.floorrover; mo->ceilingrover = g_tm.ceilingrover; P_RestoreTMStruct(ptm); break; } case mobj_momx: mo->momx = luaL_checkfixed(L, 3); break; case mobj_momy: mo->momy = luaL_checkfixed(L, 3); break; case mobj_momz: mo->momz = luaL_checkfixed(L, 3); break; case mobj_pmomz: mo->pmomz = luaL_checkfixed(L, 3); mo->eflags |= MFE_APPLYPMOMZ; break; case mobj_tics: mo->tics = luaL_checkinteger(L, 3); break; case mobj_state: // set state by enum { statenum_t state = luaL_checkinteger(L, 3); if (state < 0 || state >= numstates) return luaL_error(L, "State %d out of range (0 - %d)", state, numstates - 1); if (mo->player) P_SetPlayerMobjState(mo, state); else P_SetMobjState(mo, state); break; } case mobj_flags: // special handling for MF_NOBLOCKMAP and MF_NOSECTOR { UINT32 flags = luaL_checkinteger(L, 3); if ((flags & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (mo->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) { P_UnsetThingPosition(mo); mo->flags = flags; if (flags & MF_NOSECTOR && sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } mo->snext = NULL, mo->sprev = NULL; mo->bnext = NULL, mo->bprev = NULL; P_SetThingPosition(mo); } else mo->flags = flags; break; } case mobj_flags2: { UINT32 flags2 = luaL_checkinteger(L, 3); if (lua_compatmode) { if (flags2 & MF2_DONTDRAW) mo->renderflags |= RF_DONTDRAW; else mo->renderflags &= ~RF_DONTDRAW; if (flags2 & MF2_SHADOW) mo->renderflags |= RF_GHOSTLY; else mo->renderflags &= ~RF_GHOSTLYMASK; } mo->flags2 = flags2; break; } case mobj_eflags: { UINT32 eflags = luaL_checkinteger(L, 3); UINT32 visflags = 0; if (lua_compatmode) { // eeeyup. // Mhm. Yeah. visflags = eflags_vischeck(eflags); if ((visflags) && ((mo->renderflags & RF_DONTDRAW) != RF_DONTDRAW)) { mo->renderflags &= ~RF_DONTDRAW; mo->renderflags |= visflags; } } mo->eflags = (UINT16)eflags; break; } case mobj_renderflags: mo->renderflags = (UINT32)luaL_checkinteger(L, 3); break; #if 0 case mobj_renderflags2: mo->renderflags2 = (UINT32)luaL_checkinteger(L, 3); break; #endif case mobj_skin: // set skin by name { INT32 i; char skin[SKINNAMESIZE+1]; // all skin names are limited to this length strlcpy(skin, luaL_checkstring(L, 3), sizeof skin); strlwr(skin); // all skin names are lowercase for (i = 0; i < numskins; i++) if (fastcmp(skins[i].name, skin)) { if (!mo->player || R_SkinUsable(mo->player-players, i)) { R_ApplySkin(mo, &skins[i]); } return 0; } return luaL_error(L, "mobj.skin '%s' not found!", skin); } case mobj_voice: // as much as i want to allow ironman without overwriting the player's skin, // letting the mobj's voice desync with the skin has some nasty implications at the moment return NOSET; //mo->voice = *((kartvoice_t **)luaL_checkudata(L, 3, META_VOICE)); //break; case mobj_color: { UINT16 newcolor = (UINT16)luaL_checkinteger(L,3); if (newcolor >= numskincolors) return luaL_error(L, "mobj.color %d out of range (0 - %d).", newcolor, numskincolors-1); mo->color = newcolor; break; } case mobj_bnext: return NOSETPOS; case mobj_bprev: return UNIMPLEMENTED; case mobj_hnext: if (lua_isnil(L, 3)) P_SetTarget(&mo->hnext, NULL); else { mobj_t *hnext = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->hnext, hnext); } break; case mobj_hprev: if (lua_isnil(L, 3)) P_SetTarget(&mo->hprev, NULL); else { mobj_t *hprev = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->hprev, hprev); } break; case mobj_type: // yeah sure, we'll let you change the mobj's type. { mobjtype_t newtype = luaL_checkinteger(L, 3); if (newtype >= NUMMOBJTYPES) return luaL_error(L, "mobj.type %d out of range (0 - %d).", newtype, NUMMOBJTYPES-1); mo->type = newtype; mo->info = &mobjinfo[newtype]; P_SetScale2(mo, mo->scale, lua_compatmode); break; } case mobj_info: return NOSET; case mobj_health: mo->health = luaL_checkinteger(L, 3); break; case mobj_movedir: mo->movedir = (angle_t)luaL_checkinteger(L, 3); break; case mobj_movecount: mo->movecount = luaL_checkinteger(L, 3); break; case mobj_target: if (lua_isnil(L, 3)) P_SetTarget(&mo->target, NULL); else { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->target, target); } break; case mobj_reactiontime: mo->reactiontime = luaL_checkinteger(L, 3); break; case mobj_threshold: mo->threshold = luaL_checkinteger(L, 3); break; case mobj_player: return NOSET; case mobj_lastlook: mo->lastlook = luaL_checkinteger(L, 3); break; case mobj_spawnpoint: if (lua_isnil(L, 3)) mo->spawnpoint = NULL; else { mapthing_t *spawnpoint = *((mapthing_t **)luaL_checkudata(L, 3, META_MAPTHING)); mo->spawnpoint = spawnpoint; } break; case mobj_tracer: if (lua_isnil(L, 3)) P_SetTarget(&mo->tracer, NULL); else { mobj_t *tracer = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_SetTarget(&mo->tracer, tracer); } break; case mobj_friction: mo->friction = luaL_checkfixed(L, 3); break; case mobj_movefactor: mo->movefactor = luaL_checkfixed(L, 3); break; case mobj_gravity: mo->gravity = luaL_checkfixed(L, 3); break; case mobj_fuse: mo->fuse = luaL_checkinteger(L, 3); break; case mobj_watertop: mo->watertop = luaL_checkfixed(L, 3); break; case mobj_waterbottom: mo->waterbottom = luaL_checkfixed(L, 3); break; case mobj_mobjnum: return UNIMPLEMENTED; case mobj_scale: { fixed_t scale = luaL_checkfixed(L, 3); if (scale < FRACUNIT/100) scale = FRACUNIT/100; mo->destscale = scale; P_SetScale2(mo, scale, lua_compatmode); mo->old_scale = scale; break; } case mobj_destscale: { fixed_t scale = luaL_checkfixed(L, 3); if (scale < FRACUNIT/100) scale = FRACUNIT/100; mo->destscale = scale; break; } case mobj_scalespeed: mo->scalespeed = luaL_checkfixed(L, 3); break; case mobj_extravalue1: mo->extravalue1 = luaL_checkinteger(L, 3); break; case mobj_extravalue2: mo->extravalue2 = luaL_checkinteger(L, 3); break; case mobj_extravalue3: mo->extravalue3 = luaL_checkinteger(L, 3); break; case mobj_cusval: mo->cusval = luaL_checkinteger(L, 3); break; case mobj_cvmem: mo->cvmem = luaL_checkinteger(L, 3); break; case mobj_mobjlifetime: mo->mobjlifetime = luaL_checkinteger(L, 3); break; case mobj_standingslope: return NOSET; case mobj_colorized: mo->colorized = luaL_checkboolean(L, 3); break; case mobj_mirrored: mo->mirrored = luaL_checkboolean(L, 3); break; case mobj_shadowscale: mo->shadowscale = luaL_checkfixed(L, 3); break; case mobj_whiteshadow: mo->whiteshadow = luaL_checkboolean(L, 3); break; case mobj_sprxoff: mo->sprxoff = luaL_checkfixed(L, 3); break; case mobj_spryoff: mo->spryoff = luaL_checkfixed(L, 3); break; case mobj_sprzoff: mo->sprzoff = luaL_checkfixed(L, 3); break; case mobj_bakexoff: mo->bakexoff = luaL_checkfixed(L, 3); break; case mobj_bakeyoff: mo->bakeyoff = luaL_checkfixed(L, 3); break; case mobj_bakezoff: mo->bakezoff = luaL_checkfixed(L, 3); break; case mobj_bakexpiv: mo->bakexpiv = luaL_checkfixed(L, 3); break; case mobj_bakeypiv: mo->bakeypiv = luaL_checkfixed(L, 3); break; case mobj_bakezpiv: mo->bakezpiv = luaL_checkfixed(L, 3); break; case mobj_terrain: mo->terrain = *((terrain_t **)luaL_checkudata(L, 3, META_TERRAIN)); break; case mobj_dispoffset: mo->dispoffset = luaL_checkinteger(L, 3); break; case mobj_tid: P_SetThingTID(mo, luaL_checkinteger(L, 3)); break; case mobj_special: mo->special = luaL_checkinteger(L, 3); break; case mobj_args: return NOSET; case mobj_stringargs: return NOSET; default: lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, mo); lua_rawget(L, -2); if (lua_isnil(L, -1)) { // This index doesn't have a table for extra values yet, let's make one. lua_pop(L, 1); CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; adding it as Lua data.\n"), "mobj_t", lua_tostring(L, 2)); lua_newtable(L); lua_pushlightuserdata(L, mo); lua_pushvalue(L, -2); // ext value table lua_rawset(L, -4); // LREG_EXTVARS table } lua_pushvalue(L, 2); // key lua_pushvalue(L, 3); // value to store lua_settable(L, -3); lua_pop(L, 2); break; } return 0; } #undef UNIMPLEMENTED #undef NOSET #undef NOSETPOS #undef NOFIELD // args, i -> args[i] static int thingargs_get(lua_State *L) { INT32 *args = *((INT32**)luaL_checkudata(L, 1, META_THINGARGS)); int i = luaL_checkinteger(L, 2); if (i < 0 || i >= NUM_MAPTHING_ARGS) return luaL_error(L, LUA_QL("mapthing_t.args") " index cannot be %d", i); lua_pushinteger(L, args[i]); return 1; } // #args -> NUM_MAPTHING_ARGS static int thingargs_len(lua_State* L) { lua_pushinteger(L, NUM_MAPTHING_ARGS); return 1; } // stringargs, i -> stringargs[i] static int thingstringargs_get(lua_State *L) { char **stringargs = *((char***)luaL_checkudata(L, 1, META_THINGSTRINGARGS)); int i = luaL_checkinteger(L, 2); if (i < 0 || i >= NUM_MAPTHING_STRINGARGS) return luaL_error(L, LUA_QL("mapthing_t.stringargs") " index cannot be %d", i); lua_pushstring(L, stringargs[i]); return 1; } // #stringargs -> NUM_MAPTHING_STRINGARGS static int thingstringargs_len(lua_State *L) { lua_pushinteger(L, NUM_MAPTHING_STRINGARGS); return 1; } enum mapthing_e { mapthing_valid = 0, mapthing_x, mapthing_y, mapthing_angle, mapthing_pitch, mapthing_roll, mapthing_type, mapthing_options, mapthing_scale, mapthing_spritexscale, mapthing_spriteyscale, mapthing_z, mapthing_extrainfo, mapthing_tid, mapthing_args, mapthing_stringargs, mapthing_mobj, }; const char *const mapthing_opt[] = { "valid", "x", "y", "angle", "pitch", "roll", "type", "options", "scale", "spritexscale", "spriteyscale", "z", "extrainfo", "tid", "args", "stringargs", "mobj", NULL, }; static int mapthing_get(lua_State *L) { mapthing_t *mt = *((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)); enum mapthing_e field = Lua_optoption(L, 2, NULL, mapthing_opt); lua_settop(L, 2); if (!mt) { if (field == mapthing_valid) { lua_pushboolean(L, false); return 1; } if (devparm) return luaL_error(L, "accessed mapthing_t doesn't exist anymore."); return 0; } switch (field) { case mapthing_valid: lua_pushboolean(L, true); break; case mapthing_x: lua_pushinteger(L, mt->x); break; case mapthing_y: lua_pushinteger(L, mt->y); break; case mapthing_angle: lua_pushinteger(L, mt->angle); break; case mapthing_pitch: lua_pushinteger(L, mt->pitch); break; case mapthing_roll: lua_pushinteger(L, mt->roll); break; case mapthing_type: lua_pushinteger(L, mt->type); break; case mapthing_options: lua_pushinteger(L, mt->options); break; case mapthing_scale: lua_pushfixed(L, mt->scale); break; case mapthing_spritexscale: lua_pushfixed(L, mt->spritexscale); break; case mapthing_spriteyscale: lua_pushfixed(L, mt->spriteyscale); break; case mapthing_z: lua_pushinteger(L, mt->z); break; case mapthing_extrainfo: lua_pushinteger(L, mt->extrainfo); break; case mapthing_tid: lua_pushinteger(L, mt->tid); break; case mapthing_args: LUA_PushUserdata(L, mt->args, META_THINGARGS); break; case mapthing_stringargs: LUA_PushUserdata(L, mt->stringargs, META_THINGSTRINGARGS); break; case mapthing_mobj: LUA_PushUserdata(L, mt->mobj, META_MOBJ); break; default: if (devparm) return luaL_error(L, LUA_QL("mapthing_t") " has no field named " LUA_QS, field); else return 0; } return 1; } static int mapthing_set(lua_State *L) { mapthing_t *mt = *((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)); enum mapthing_e field = Lua_optoption(L, 2, mapthing_opt[0], mapthing_opt); lua_settop(L, 3); if (!mt) return luaL_error(L, "accessed mapthing_t doesn't exist anymore."); if (hud_running) return luaL_error(L, "Do not alter mapthing_t in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter mapthing_t in CMD building code!"); switch (field) { case mapthing_x: mt->x = (INT16)luaL_checkinteger(L, 3); break; case mapthing_y: mt->y = (INT16)luaL_checkinteger(L, 3); break; case mapthing_angle: mt->angle = (INT16)luaL_checkinteger(L, 3); break; case mapthing_pitch: mt->pitch = (INT16)luaL_checkinteger(L, 3); break; case mapthing_roll: mt->roll = (INT16)luaL_checkinteger(L, 3); break; case mapthing_type: mt->type = (UINT16)luaL_checkinteger(L, 3); break; case mapthing_options: mt->options = (UINT16)luaL_checkinteger(L, 3); break; case mapthing_scale: mt->scale = luaL_checkfixed(L, 3); break; case mapthing_spritexscale: mt->spritexscale = luaL_checkfixed(L, 3); break; case mapthing_spriteyscale: mt->spriteyscale = luaL_checkfixed(L, 3); break; case mapthing_z: mt->z = (INT16)luaL_checkinteger(L, 3); break; case mapthing_extrainfo: { INT32 extrainfo = luaL_checkinteger(L, 3); if (extrainfo & ~15) return luaL_error(L, "mapthing_t extrainfo set %d out of range (%d - %d)", extrainfo, 0, 15); mt->extrainfo = (UINT8)extrainfo; break; } case mapthing_tid: luaL_error(L, LUA_QL("mapthing_t") " field " LUA_QS " should not be set directly.", mapthing_opt[field]); break; case mapthing_mobj: mt->mobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); break; default: return luaL_error(L, LUA_QL("mapthing_t") " has no field named " LUA_QS, field); } return 0; } static int mapthing_num(lua_State *L) { mapthing_t *mt = *((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)); if (!mt) return luaL_error(L, "accessed mapthing_t doesn't exist anymore."); lua_pushinteger(L, mt-mapthings); return 1; } static int lib_iterateMapthings(lua_State *L) { size_t i = 0; INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do end'."); lua_settop(L, 2); lua_remove(L, 1); // state is unused. if (!lua_isnil(L, 1)) i = (size_t)(*((mapthing_t **)luaL_checkudata(L, 1, META_MAPTHING)) - mapthings) + 1; if (i < nummapthings) { LUA_PushUserdata(L, &mapthings[i], META_MAPTHING); return 1; } return 0; } static int lib_getMapthing(lua_State *L) { INLEVEL if (lua_isnumber(L, 2)) { size_t i = lua_tointeger(L, 2); if (i >= nummapthings) return 0; LUA_PushUserdata(L, &mapthings[i], META_MAPTHING); return 1; } if (fastcmp(luaL_checkstring(L, 2),"iterate")) { lua_pushcfunction(L, lib_iterateMapthings); return 1; } return 0; } static int lib_nummapthings(lua_State *L) { lua_pushinteger(L, nummapthings); return 1; } int LUA_MobjLib(lua_State *L) { luaL_newmetatable(L, META_MOBJ); lua_pushcfunction(L, mobj_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, mobj_set); lua_setfield(L, -2, "__newindex"); lua_pop(L,1); luaL_newmetatable(L, META_THINGARGS); lua_pushcfunction(L, thingargs_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, thingargs_len); lua_setfield(L, -2, "__len"); lua_pop(L, 1); luaL_newmetatable(L, META_THINGSTRINGARGS); lua_pushcfunction(L, thingstringargs_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, thingstringargs_len); lua_setfield(L, -2, "__len"); lua_pop(L, 1); luaL_newmetatable(L, META_MAPTHING); lua_pushcfunction(L, mapthing_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, mapthing_set); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, mapthing_num); lua_setfield(L, -2, "__len"); lua_pop(L,1); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getMapthing); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_nummapthings); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_setglobal(L, "mapthings"); return 0; }