blankart/src/lua_hudlib.c
TehRealSalt c2941d6ea5 Item roulette fun-times
- Colorize items, Combi-Catcher style, while the roulette is still going. Nice Chaotix reference, and tells you when the game's just lagged.
- Items blink when you first get them! They blink white when you wait out the whole roulette, red when you mash, or rainbow for enhanced items! Blinking prevents items from being stolen too, so items can't be literally stolen before you even have a chance to see what it was.
- New item roulette sound for mashing
- Fix TC_ limits in Lua
2018-11-23 19:15:14 -05:00

802 lines
18 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2014-2016 by John "JTE" Muniz.
// Copyright (C) 2014-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_hudlib.c
/// \brief custom HUD rendering library for Lua scripting
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "r_defs.h"
#include "r_local.h"
#include "st_stuff.h" // hudinfo[]
#include "g_game.h"
#include "i_video.h" // rendermode
#include "p_local.h" // camera_t
#include "screen.h" // screen width/height
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h"
#define HUDONLY if (!hud_running) return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
boolean hud_running = false;
static UINT8 hud_enabled[(hud_MAX/8)+1];
static UINT8 hudAvailable; // hud hooks field
// must match enum hud in lua_hud.h
static const char *const hud_disable_options[] = {
"stagetitle",
"textspectator",
"time",
"gametypeinfo", // Bumpers / Karma / Laps depending on gametype
"minimap",
"item",
"position",
"minirankings", // Gametype rankings to the left
"wanted",
"speedometer",
"rankings",
NULL};
enum hudinfo {
hudinfo_x = 0,
hudinfo_y
};
static const char *const hudinfo_opt[] = {
"x",
"y",
NULL};
enum patch {
patch_valid = 0,
patch_width,
patch_height,
patch_leftoffset,
patch_topoffset
};
static const char *const patch_opt[] = {
"valid",
"width",
"height",
"leftoffset",
"topoffset",
NULL};
enum hudhook {
hudhook_game = 0,
hudhook_scores
};
static const char *const hudhook_opt[] = {
"game",
"scores",
NULL};
// alignment types for v.drawString
enum align {
align_left = 0,
align_center,
align_right,
align_fixed,
align_small,
align_smallright,
align_thin,
align_thinright
};
static const char *const align_opt[] = {
"left",
"center",
"right",
"fixed",
"small",
"small-right",
"thin",
"thin-right",
NULL};
// width types for v.stringWidth
enum widtht {
widtht_normal = 0,
widtht_small,
widtht_thin
};
static const char *const widtht_opt[] = {
"normal",
"small",
"thin",
NULL};
enum cameraf {
camera_chase = 0,
camera_aiming,
camera_x,
camera_y,
camera_z,
camera_angle,
camera_subsector,
camera_floorz,
camera_ceilingz,
camera_radius,
camera_height,
camera_momx,
camera_momy,
camera_momz
};
static const char *const camera_opt[] = {
"chase",
"aiming",
"x",
"y",
"z",
"angle",
"subsector",
"floorz",
"ceilingz",
"radius",
"height",
"momx",
"momy",
"momz",
NULL};
static int lib_getHudInfo(lua_State *L)
{
UINT32 i;
lua_remove(L, 1);
i = luaL_checkinteger(L, 1);
if (i >= NUMHUDITEMS)
return luaL_error(L, "hudinfo[] index %d out of range (0 - %d)", i, NUMHUDITEMS-1);
LUA_PushUserdata(L, &hudinfo[i], META_HUDINFO);
return 1;
}
static int lib_hudinfolen(lua_State *L)
{
lua_pushinteger(L, NUMHUDITEMS);
return 1;
}
static int hudinfo_get(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
I_Assert(info != NULL); // huditems are always valid
switch(field)
{
case hudinfo_x:
lua_pushinteger(L, info->x);
break;
case hudinfo_y:
lua_pushinteger(L, info->y);
break;
}
return 1;
}
static int hudinfo_set(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
enum hudinfo field = luaL_checkoption(L, 2, hudinfo_opt[0], hudinfo_opt);
I_Assert(info != NULL);
switch(field)
{
case hudinfo_x:
info->x = (INT32)luaL_checkinteger(L, 3);
break;
case hudinfo_y:
info->y = (INT32)luaL_checkinteger(L, 3);
break;
}
return 0;
}
static int hudinfo_num(lua_State *L)
{
hudinfo_t *info = *((hudinfo_t **)luaL_checkudata(L, 1, META_HUDINFO));
lua_pushinteger(L, info-hudinfo);
return 1;
}
static int colormap_get(lua_State *L)
{
return luaL_error(L, "colormap is not a struct.");
}
static int patch_get(lua_State *L)
{
patch_t *patch = *((patch_t **)luaL_checkudata(L, 1, META_PATCH));
enum patch field = luaL_checkoption(L, 2, NULL, patch_opt);
// patches are CURRENTLY always valid, expected to be cached with PU_STATIC
// this may change in the future, so patch.valid still exists
I_Assert(patch != NULL);
switch (field)
{
case patch_valid:
lua_pushboolean(L, patch != NULL);
break;
case patch_width:
lua_pushinteger(L, SHORT(patch->width));
break;
case patch_height:
lua_pushinteger(L, SHORT(patch->height));
break;
case patch_leftoffset:
lua_pushinteger(L, SHORT(patch->leftoffset));
break;
case patch_topoffset:
lua_pushinteger(L, SHORT(patch->topoffset));
break;
}
return 1;
}
static int patch_set(lua_State *L)
{
return luaL_error(L, LUA_QL("patch_t") " struct cannot be edited by Lua.");
}
static int camera_get(lua_State *L)
{
camera_t *cam = *((camera_t **)luaL_checkudata(L, 1, META_CAMERA));
enum cameraf field = luaL_checkoption(L, 2, NULL, camera_opt);
// cameras should always be valid unless I'm a nutter
I_Assert(cam != NULL);
switch (field)
{
case camera_chase:
lua_pushboolean(L, cam->chase);
break;
case camera_aiming:
lua_pushinteger(L, cam->aiming);
break;
case camera_x:
lua_pushinteger(L, cam->x);
break;
case camera_y:
lua_pushinteger(L, cam->y);
break;
case camera_z:
lua_pushinteger(L, cam->z);
break;
case camera_angle:
lua_pushinteger(L, cam->angle);
break;
case camera_subsector:
LUA_PushUserdata(L, cam->subsector, META_SUBSECTOR);
break;
case camera_floorz:
lua_pushinteger(L, cam->floorz);
break;
case camera_ceilingz:
lua_pushinteger(L, cam->ceilingz);
break;
case camera_radius:
lua_pushinteger(L, cam->radius);
break;
case camera_height:
lua_pushinteger(L, cam->height);
break;
case camera_momx:
lua_pushinteger(L, cam->momx);
break;
case camera_momy:
lua_pushinteger(L, cam->momy);
break;
case camera_momz:
lua_pushinteger(L, cam->momz);
break;
}
return 1;
}
//
// lib_draw
//
static int libd_patchExists(lua_State *L)
{
HUDONLY
lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1)));
return 1;
}
static int libd_cachePatch(lua_State *L)
{
HUDONLY
LUA_PushUserdata(L, W_CachePatchName(luaL_checkstring(L, 1), PU_STATIC), META_PATCH);
return 1;
}
static int libd_draw(lua_State *L)
{
INT32 x, y, flags;
patch_t *patch;
const UINT8 *colormap = NULL;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
patch = *((patch_t **)luaL_checkudata(L, 3, META_PATCH));
flags = luaL_optinteger(L, 4, 0);
if (!lua_isnoneornil(L, 5))
colormap = *((UINT8 **)luaL_checkudata(L, 5, META_COLORMAP));
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, flags, patch, colormap);
return 0;
}
static int libd_drawScaled(lua_State *L)
{
fixed_t x, y, scale;
INT32 flags;
patch_t *patch;
const UINT8 *colormap = NULL;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
scale = luaL_checkinteger(L, 3);
if (scale < 0)
return luaL_error(L, "negative scale");
patch = *((patch_t **)luaL_checkudata(L, 4, META_PATCH));
flags = luaL_optinteger(L, 5, 0);
if (!lua_isnoneornil(L, 6))
colormap = *((UINT8 **)luaL_checkudata(L, 6, META_COLORMAP));
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawFixedPatch(x, y, scale, flags, patch, colormap);
return 0;
}
static int libd_drawNum(lua_State *L)
{
INT32 x, y, flags, num;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
num = luaL_checkinteger(L, 3);
flags = luaL_optinteger(L, 4, 0);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawTallNum(x, y, flags, num);
return 0;
}
static int libd_drawPaddedNum(lua_State *L)
{
INT32 x, y, flags, num, digits;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
num = labs(luaL_checkinteger(L, 3));
digits = luaL_optinteger(L, 4, 2);
flags = luaL_optinteger(L, 5, 0);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawPaddedTallNum(x, y, flags, num, digits);
return 0;
}
static int libd_drawFill(lua_State *L)
{
INT32 x = luaL_optinteger(L, 1, 0);
INT32 y = luaL_optinteger(L, 2, 0);
INT32 w = luaL_optinteger(L, 3, BASEVIDWIDTH);
INT32 h = luaL_optinteger(L, 4, BASEVIDHEIGHT);
INT32 c = luaL_optinteger(L, 5, 31);
HUDONLY
V_DrawFill(x, y, w, h, c);
return 0;
}
static int libd_fadeScreen(lua_State *L)
{
UINT16 color = luaL_checkinteger(L, 1);
UINT8 strength = luaL_checkinteger(L, 2);
const UINT8 maxstrength = ((color & 0xFF00) ? 32 : 10);
HUDONLY
if (!strength)
return 0;
if (strength > maxstrength)
return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength);
if (strength == maxstrength) // Allow as a shortcut for drawfill...
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color));
return 0;
}
V_DrawFadeScreen(color, strength);
return 0;
}
static int libd_drawString(lua_State *L)
{
fixed_t x = luaL_checkinteger(L, 1);
fixed_t y = luaL_checkinteger(L, 2);
const char *str = luaL_checkstring(L, 3);
INT32 flags = luaL_optinteger(L, 4, V_ALLOWLOWERCASE);
enum align align = luaL_checkoption(L, 5, "left", align_opt);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
HUDONLY
switch(align)
{
// hu_font
case align_left:
V_DrawString(x, y, flags, str);
break;
case align_center:
V_DrawCenteredString(x, y, flags, str);
break;
case align_right:
V_DrawRightAlignedString(x, y, flags, str);
break;
case align_fixed:
V_DrawStringAtFixed(x, y, flags, str);
break;
// hu_font, 0.5x scale
case align_small:
V_DrawSmallString(x, y, flags, str);
break;
case align_smallright:
V_DrawRightAlignedSmallString(x, y, flags, str);
break;
// tny_font
case align_thin:
V_DrawThinString(x, y, flags, str);
break;
case align_thinright:
V_DrawRightAlignedThinString(x, y, flags, str);
break;
}
return 0;
}
static int libd_stringWidth(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
INT32 flags = luaL_optinteger(L, 2, V_ALLOWLOWERCASE);
enum widtht widtht = luaL_checkoption(L, 3, "normal", widtht_opt);
HUDONLY
switch(widtht)
{
case widtht_normal: // hu_font
lua_pushinteger(L, V_StringWidth(str, flags));
break;
case widtht_small: // hu_font, 0.5x scale
lua_pushinteger(L, V_SmallStringWidth(str, flags));
break;
case widtht_thin: // tny_font
lua_pushinteger(L, V_ThinStringWidth(str, flags));
break;
}
return 1;
}
static int libd_getColormap(lua_State *L)
{
INT32 skinnum = TC_DEFAULT;
skincolors_t color = luaL_optinteger(L, 2, 0);
UINT8* colormap = NULL;
HUDONLY
if (lua_isnoneornil(L, 1))
; // defaults to TC_DEFAULT
else if (lua_type(L, 1) == LUA_TNUMBER) // skin number
{
skinnum = (INT32)luaL_checkinteger(L, 1);
if (skinnum < TC_BLINK || skinnum >= MAXSKINS)
return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_BLINK, MAXSKINS-1);
}
else // skin name
{
const char *skinname = luaL_checkstring(L, 1);
INT32 i = R_SkinAvailable(skinname);
if (i != -1) // if -1, just default to TC_DEFAULT as above
skinnum = i;
}
// all was successful above, now we generate the colormap at last!
colormap = R_GetTranslationColormap(skinnum, color, GTC_CACHE);
LUA_PushUserdata(L, colormap, META_COLORMAP); // push as META_COLORMAP userdata, specifically for patches to use!
return 1;
}
static int libd_width(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.width); // push screen width
return 1;
}
static int libd_height(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.height); // push screen height
return 1;
}
static int libd_dupx(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.dupx); // push integral scale (patch scale)
lua_pushfixed(L, vid.fdupx); // push fixed point scale (position scale)
return 2;
}
static int libd_dupy(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.dupy); // push integral scale (patch scale)
lua_pushfixed(L, vid.fdupy); // push fixed point scale (position scale)
return 2;
}
static int libd_renderer(lua_State *L)
{
HUDONLY
switch (rendermode) {
case render_opengl: lua_pushliteral(L, "opengl"); break; // OpenGL renderer
case render_soft: lua_pushliteral(L, "software"); break; // Software renderer
default: lua_pushliteral(L, "none"); break; // render_none (for dedicated), in case there's any reason this should be run
}
return 1;
}
// 30/10/18 Lat': Get cv_translucenthud's value for HUD rendering as a normal V_xxTRANS int
// Could as well be thrown in global vars for ease of access but I guess it makes sense for it to be a HUD fn
static int libd_getlocaltransflag(lua_State *L)
{
HUDONLY
lua_pushinteger(L, (10-cv_translucenthud.value)*V_10TRANS); // A bit weird that it's called "translucenthud" yet 10 is fully opaque :V
return 1;
}
static luaL_Reg lib_draw[] = {
{"patchExists", libd_patchExists},
{"cachePatch", libd_cachePatch},
{"draw", libd_draw},
{"drawScaled", libd_drawScaled},
{"drawNum", libd_drawNum},
{"drawPaddedNum", libd_drawPaddedNum},
{"drawFill", libd_drawFill},
{"fadeScreen", libd_fadeScreen},
{"drawString", libd_drawString},
{"stringWidth", libd_stringWidth},
{"getColormap", libd_getColormap},
{"width", libd_width},
{"height", libd_height},
{"dupx", libd_dupx},
{"dupy", libd_dupy},
{"renderer", libd_renderer},
{"localTransFlag", libd_getlocaltransflag},
{NULL, NULL}
};
//
// lib_hud
//
// enable vanilla HUD element
static int lib_hudenable(lua_State *L)
{
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
hud_enabled[option/8] |= 1<<(option%8);
return 0;
}
// disable vanilla HUD element
static int lib_huddisable(lua_State *L)
{
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
hud_enabled[option/8] &= ~(1<<(option%8));
return 0;
}
// 30/10/18: Lat': How come this wasn't here before?
static int lib_hudenabled(lua_State *L)
{
enum hud option = luaL_checkoption(L, 1, NULL, hud_disable_options);
if (hud_enabled[option/8] & (1<<(option%8)))
lua_pushboolean(L, true);
else
lua_pushboolean(L, false);
return 1;
}
// add a HUD element for rendering
static int lib_hudadd(lua_State *L)
{
enum hudhook field;
luaL_checktype(L, 1, LUA_TFUNCTION);
field = luaL_checkoption(L, 2, "game", hudhook_opt);
lua_getfield(L, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(L, -1));
lua_rawgeti(L, -1, field+2); // HUD[2+]
I_Assert(lua_istable(L, -1));
lua_remove(L, -2);
lua_pushvalue(L, 1);
lua_rawseti(L, -2, (int)(lua_objlen(L, -2) + 1));
hudAvailable |= 1<<field;
return 0;
}
static luaL_Reg lib_hud[] = {
{"enable", lib_hudenable},
{"disable", lib_huddisable},
{"enabled", lib_hudenabled},
{"add", lib_hudadd},
{NULL, NULL}
};
//
//
//
int LUA_HudLib(lua_State *L)
{
memset(hud_enabled, 0xff, (hud_MAX/8)+1);
lua_newtable(L); // HUD registry table
lua_newtable(L);
luaL_register(L, NULL, lib_draw);
lua_rawseti(L, -2, 1); // HUD[1] = lib_draw
lua_newtable(L);
lua_rawseti(L, -2, 2); // HUD[2] = game rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 3); // HUD[2] = scores rendering functions array
lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
luaL_newmetatable(L, META_HUDINFO);
lua_pushcfunction(L, hudinfo_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, hudinfo_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, hudinfo_num);
lua_setfield(L, -2, "__len");
lua_pop(L,1);
lua_newuserdata(L, 0);
lua_createtable(L, 0, 2);
lua_pushcfunction(L, lib_getHudInfo);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_hudinfolen);
lua_setfield(L, -2, "__len");
lua_setmetatable(L, -2);
lua_setglobal(L, "hudinfo");
luaL_newmetatable(L, META_COLORMAP);
lua_pushcfunction(L, colormap_get);
lua_setfield(L, -2, "__index");
lua_pop(L,1);
luaL_newmetatable(L, META_PATCH);
lua_pushcfunction(L, patch_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, patch_set);
lua_setfield(L, -2, "__newindex");
lua_pop(L,1);
luaL_newmetatable(L, META_CAMERA);
lua_pushcfunction(L, camera_get);
lua_setfield(L, -2, "__index");
lua_pop(L,1);
luaL_register(L, "hud", lib_hud);
return 0;
}
boolean LUA_HudEnabled(enum hud option)
{
if (!gL || hud_enabled[option/8] & (1<<(option%8)))
return true;
return false;
}
// Hook for HUD rendering
void LUAh_GameHUD(player_t *stplayr)
{
if (!gL || !(hudAvailable & (1<<hudhook_game)))
return;
hud_running = true;
lua_pop(gL, -1);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2); // HUD[2] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
LUA_PushUserdata(gL, stplayr, META_PLAYER);
if (splitscreen > 2 && stplayr == &players[fourthdisplayplayer])
LUA_PushUserdata(gL, &camera4, META_CAMERA);
else if (splitscreen > 1 && stplayr == &players[thirddisplayplayer])
LUA_PushUserdata(gL, &camera3, META_CAMERA);
else if (splitscreen && stplayr == &players[secondarydisplayplayer])
LUA_PushUserdata(gL, &camera2, META_CAMERA);
else
LUA_PushUserdata(gL, &camera, META_CAMERA);
lua_pushnil(gL);
while (lua_next(gL, -5) != 0) {
lua_pushvalue(gL, -5); // graphics library (HUD[1])
lua_pushvalue(gL, -5); // stplayr
lua_pushvalue(gL, -5); // camera
LUA_Call(gL, 3);
}
lua_pop(gL, -1);
hud_running = false;
}
void LUAh_ScoresHUD(void)
{
if (!gL || !(hudAvailable & (1<<hudhook_scores)))
return;
hud_running = true;
lua_pop(gL, -1);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 3); // HUD[3] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
lua_pushnil(gL);
while (lua_next(gL, -3) != 0) {
lua_pushvalue(gL, -3); // graphics library (HUD[1])
LUA_Call(gL, 1);
}
lua_pop(gL, -1);
hud_running = false;
}
#endif