Added in-level checks to a lot of these functions and tables for Lua use

This makes it less likely for the game to crash when stuff is used outside a level when they shouldn't be
This commit is contained in:
Monster Iestyn 2017-01-18 22:02:28 +00:00
parent 90166d7b1f
commit 2ac3f68438
7 changed files with 273 additions and 2 deletions

View File

@ -25,7 +25,10 @@
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
#define INLEVEL if (gamestate != GS_LEVEL)\
return luaL_error(L, "This function can only be used in a level!");
boolean luaL_checkboolean(lua_State *L, int narg) {
luaL_checktype(L, narg, LUA_TBOOLEAN);
@ -246,6 +249,7 @@ static int lib_pCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMeleeRange(actor));
@ -256,6 +260,7 @@ static int lib_pJetbCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_JetbCheckMeleeRange(actor));
@ -266,6 +271,7 @@ static int lib_pFaceStabCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_FaceStabCheckMeleeRange(actor));
@ -276,6 +282,7 @@ static int lib_pSkimCheckMeleeRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SkimCheckMeleeRange(actor));
@ -286,6 +293,7 @@ static int lib_pCheckMissileRange(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckMissileRange(actor));
@ -296,6 +304,7 @@ static int lib_pNewChaseDir(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
P_NewChaseDir(actor);
@ -309,6 +318,7 @@ static int lib_pLookForPlayers(lua_State *L)
boolean allaround = lua_optboolean(L, 3);
boolean tracer = lua_optboolean(L, 4);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_LookForPlayers(actor, allaround, tracer, dist));
@ -325,6 +335,7 @@ static int lib_pSpawnMobj(lua_State *L)
fixed_t z = luaL_checkfixed(L, 3);
mobjtype_t type = luaL_checkinteger(L, 4);
NOHUD
INLEVEL
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ);
@ -335,6 +346,7 @@ static int lib_pRemoveMobj(lua_State *L)
{
mobj_t *th = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!th)
return LUA_ErrInvalid(L, "mobj_t");
if (th->player)
@ -350,6 +362,7 @@ static int lib_pIsValidSprite2(lua_State *L)
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2);
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0)));
@ -362,6 +375,7 @@ static int lib_pSpawnMissile(lua_State *L)
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -379,6 +393,7 @@ static int lib_pSpawnXYZMissile(lua_State *L)
fixed_t y = luaL_checkfixed(L, 5);
fixed_t z = luaL_checkfixed(L, 6);
NOHUD
INLEVEL
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -398,6 +413,7 @@ static int lib_pSpawnPointMissile(lua_State *L)
fixed_t y = luaL_checkfixed(L, 7);
fixed_t z = luaL_checkfixed(L, 8);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -415,6 +431,7 @@ static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
fixed_t z = luaL_checkfixed(L, 5);
INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -428,6 +445,7 @@ static int lib_pColorTeamMissile(lua_State *L)
mobj_t *missile = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *source = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
NOHUD
INLEVEL
if (!missile)
return LUA_ErrInvalid(L, "mobj_t");
if (!source)
@ -444,6 +462,7 @@ static int lib_pSPMAngle(lua_State *L)
UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -458,6 +477,7 @@ static int lib_pSpawnPlayerMissile(lua_State *L)
mobjtype_t type = luaL_checkinteger(L, 2);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0);
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (type >= NUMMOBJTYPES)
@ -470,6 +490,7 @@ static int lib_pMobjFlip(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushinteger(L, P_MobjFlip(mobj));
@ -480,6 +501,7 @@ static int lib_pGetMobjGravity(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushfixed(L, P_GetMobjGravity(mobj));
@ -502,6 +524,7 @@ static int lib_pFlashPal(lua_State *L)
UINT16 type = (UINT16)luaL_checkinteger(L, 2);
UINT16 duration = (UINT16)luaL_checkinteger(L, 3);
NOHUD
INLEVEL
if (!pl)
return LUA_ErrInvalid(L, "player_t");
P_FlashPal(pl, type, duration);
@ -512,6 +535,7 @@ static int lib_pGetClosestAxis(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_GetClosestAxis(source), META_MOBJ);
@ -530,6 +554,7 @@ static int lib_pSpawnParaloop(lua_State *L)
statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
boolean spawncenter = lua_optboolean(L, 9);
NOHUD
INLEVEL
if (type >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", type, NUMMOBJTYPES-1);
if (nstate >= NUMSTATES)
@ -543,6 +568,7 @@ static int lib_pBossTargetPlayer(lua_State *L)
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
boolean closest = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_BossTargetPlayer(actor, closest));
@ -553,6 +579,7 @@ static int lib_pSupermanLook4Players(lua_State *L)
{
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_SupermanLook4Players(actor));
@ -564,6 +591,7 @@ static int lib_pSetScale(lua_State *L)
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t newscale = luaL_checkfixed(L, 2);
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (newscale < FRACUNIT/100)
@ -577,6 +605,7 @@ static int lib_pInsideANonSolidFFloor(lua_State *L)
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
@ -589,6 +618,7 @@ static int lib_pCheckDeathPitCollide(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckDeathPitCollide(mo));
@ -600,6 +630,7 @@ static int lib_pCheckSolidLava(lua_State *L)
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
@ -613,6 +644,7 @@ static int lib_pCanRunOnWater(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!rover)
@ -628,6 +660,7 @@ static int lib_pGetPlayerHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushfixed(L, P_GetPlayerHeight(player));
@ -638,6 +671,7 @@ static int lib_pGetPlayerSpinHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushfixed(L, P_GetPlayerSpinHeight(player));
@ -648,6 +682,7 @@ static int lib_pGetPlayerControlDirection(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerControlDirection(player));
@ -659,6 +694,7 @@ static int lib_pAddPlayerScore(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_AddPlayerScore(player, amount);
@ -670,6 +706,7 @@ static int lib_pStealPlayerScore(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_StealPlayerScore(player, amount);
@ -680,6 +717,7 @@ static int lib_pPlayerInPain(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_PlayerInPain(player));
@ -691,6 +729,7 @@ static int lib_pDoPlayerPain(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *source = NULL, *inflictor = NULL;
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -705,6 +744,7 @@ static int lib_pResetPlayer(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetPlayer(player);
@ -715,6 +755,7 @@ static int lib_pIsObjectInGoop(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_IsObjectInGoop(mo));
@ -725,6 +766,7 @@ static int lib_pIsObjectOnGround(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_IsObjectOnGround(mo));
@ -735,6 +777,7 @@ static int lib_pInSpaceSector(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_InSpaceSector(mo));
@ -745,6 +788,7 @@ static int lib_pInQuicksand(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_InQuicksand(mo));
@ -757,6 +801,7 @@ static int lib_pSetObjectMomZ(lua_State *L)
fixed_t value = luaL_checkfixed(L, 2);
boolean relative = lua_optboolean(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SetObjectMomZ(mo, value, relative);
@ -767,6 +812,7 @@ static int lib_pRestoreMusic(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_RestoreMusic(player);
@ -777,6 +823,7 @@ static int lib_pSpawnShieldOrb(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SpawnShieldOrb(player);
@ -787,6 +834,7 @@ static int lib_pSpawnGhostMobj(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_SpawnGhostMobj(mobj), META_MOBJ);
@ -798,6 +846,7 @@ static int lib_pGivePlayerRings(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerRings(player, num_rings);
@ -809,6 +858,7 @@ static int lib_pGivePlayerLives(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 numlives = (INT32)luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GivePlayerLives(player, numlives);
@ -819,6 +869,7 @@ static int lib_pResetScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ResetScore(player);
@ -829,6 +880,7 @@ static int lib_pDoJumpShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJumpShield(player);
@ -839,6 +891,7 @@ static int lib_pDoBubbleBounce(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoBubbleBounce(player);
@ -849,6 +902,7 @@ static int lib_pBlackOw(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_BlackOw(player);
@ -860,6 +914,7 @@ static int lib_pElementalFire(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean cropcircle = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_ElementalFire(player, cropcircle);
@ -870,6 +925,7 @@ static int lib_pDoPlayerExit(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoPlayerExit(player);
@ -882,6 +938,7 @@ static int lib_pInstaThrust(lua_State *L)
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_InstaThrust(mo, angle, move);
@ -919,6 +976,7 @@ static int lib_pLookForEnemies(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean nonenemies = lua_opttrueboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_LookForEnemies(player, nonenemies));
@ -931,6 +989,7 @@ static int lib_pNukeEnemies(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_NukeEnemies(inflictor, source, radius);
@ -942,6 +1001,7 @@ static int lib_pHomingAttack(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *enemy = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD
INLEVEL
if (!source || !enemy)
return LUA_ErrInvalid(L, "mobj_t");
P_HomingAttack(source, enemy);
@ -952,6 +1012,7 @@ static int lib_pSuperReady(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_SuperReady(player));
@ -963,6 +1024,7 @@ static int lib_pDoJump(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean soundandstate = (boolean)lua_opttrueboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoJump(player, soundandstate);
@ -973,6 +1035,7 @@ static int lib_pSpawnThokMobj(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SpawnThokMobj(player);
@ -984,6 +1047,7 @@ static int lib_pSpawnSpinMobj(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobjtype_t type = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (type >= NUMMOBJTYPES)
@ -998,6 +1062,7 @@ static int lib_pTelekinesis(lua_State *L)
fixed_t thrust = luaL_checkfixed(L, 2);
fixed_t range = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_Telekinesis(player, thrust, range);
@ -1014,6 +1079,7 @@ static int lib_pCheckPosition(lua_State *L)
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckPosition(thing, x, y));
@ -1030,6 +1096,7 @@ static int lib_pTryMove(lua_State *L)
fixed_t y = luaL_checkfixed(L, 3);
boolean allowdropoff = lua_optboolean(L, 4);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TryMove(thing, x, y, allowdropoff));
@ -1044,6 +1111,7 @@ static int lib_pMove(lua_State *L)
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t speed = luaL_checkfixed(L, 2);
NOHUD
INLEVEL
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_Move(actor, speed));
@ -1060,6 +1128,7 @@ static int lib_pTeleportMove(lua_State *L)
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_TeleportMove(thing, x, y, z));
@ -1072,6 +1141,7 @@ static int lib_pSlideMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_SlideMove(mo);
@ -1082,6 +1152,7 @@ static int lib_pBounceMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_BounceMove(mo);
@ -1093,6 +1164,7 @@ static int lib_pCheckSight(lua_State *L)
mobj_t *t1 = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *t2 = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
//HUDSAFE?
INLEVEL
if (!t1 || !t2)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_CheckSight(t1, t2));
@ -1107,6 +1179,7 @@ static int lib_pCheckHoopPosition(lua_State *L)
fixed_t z = luaL_checkfixed(L, 4);
fixed_t radius = luaL_checkfixed(L, 5);
NOHUD
INLEVEL
if (!hoopthing)
return LUA_ErrInvalid(L, "mobj_t");
P_CheckHoopPosition(hoopthing, x, y, z, radius);
@ -1119,6 +1192,7 @@ static int lib_pRadiusAttack(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t damagedist = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!spot || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_RadiusAttack(spot, source, damagedist);
@ -1132,6 +1206,7 @@ static int lib_pFloorzAtPos(lua_State *L)
fixed_t z = luaL_checkfixed(L, 3);
fixed_t height = luaL_checkfixed(L, 4);
//HUDSAFE
INLEVEL
lua_pushfixed(L, P_FloorzAtPos(x, y, z, height));
return 1;
}
@ -1141,6 +1216,7 @@ static int lib_pDoSpring(lua_State *L)
mobj_t *spring = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *object = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD
INLEVEL
if (!spring || !object)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_DoSpring(spring, object));
@ -1154,6 +1230,7 @@ static int lib_pRemoveShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_RemoveShield(player);
@ -1166,6 +1243,7 @@ static int lib_pDamageMobj(lua_State *L)
INT32 damage;
UINT8 damagetype;
NOHUD
INLEVEL
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -1183,6 +1261,7 @@ static int lib_pKillMobj(lua_State *L)
mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL;
UINT8 damagetype;
NOHUD
INLEVEL
if (!target)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -1199,6 +1278,7 @@ static int lib_pPlayerRingBurst(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 num_rings = (INT32)luaL_optinteger(L, 2, -1);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (num_rings == -1)
@ -1211,6 +1291,7 @@ static int lib_pPlayerWeaponPanelBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelBurst(player);
@ -1221,6 +1302,7 @@ static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponAmmoBurst(player);
@ -1231,6 +1313,7 @@ static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelOrAmmoBurst(player);
@ -1242,6 +1325,7 @@ static int lib_pPlayerEmeraldBurst(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerEmeraldBurst(player, toss);
@ -1253,6 +1337,7 @@ static int lib_pPlayerFlagBurst(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean toss = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerFlagBurst(player, toss);
@ -1264,6 +1349,7 @@ static int lib_pPlayRinglossSound(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -1282,6 +1368,7 @@ static int lib_pPlayDeathSound(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -1300,6 +1387,7 @@ static int lib_pPlayVictorySound(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
player_t *player = NULL;
NOHUD
INLEVEL
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
@ -1317,6 +1405,7 @@ static int lib_pPlayLivesJingle(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayLivesJingle(player);
@ -1328,6 +1417,7 @@ static int lib_pCanPickupItem(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean weapon = lua_optboolean(L, 2);
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_CanPickupItem(player, weapon));
@ -1338,6 +1428,7 @@ static int lib_pDoNightsScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoNightsScore(player);
@ -1348,6 +1439,7 @@ static int lib_pDoMatchSuper(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoMatchSuper(player);
@ -1363,6 +1455,7 @@ static int lib_pThrust(lua_State *L)
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_Thrust(mo, angle, move);
@ -1374,6 +1467,7 @@ static int lib_pSetMobjStateNF(lua_State *L)
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
statenum_t state = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
if (state >= NUMSTATES)
@ -1389,6 +1483,7 @@ static int lib_pDoSuperTransformation(lua_State *L)
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean giverings = lua_optboolean(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoSuperTransformation(player, giverings);
@ -1399,6 +1494,7 @@ static int lib_pExplodeMissile(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
P_ExplodeMissile(mo);
@ -1411,6 +1507,7 @@ static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
INT32 section = (INT32)luaL_checkinteger(L, 2);
INT32 number = (INT32)luaL_checkinteger(L, 3);
//HUDSAFE
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
@ -1423,6 +1520,7 @@ static int lib_pFindSpecialLineFromTag(lua_State *L)
INT16 line = (INT16)luaL_checkinteger(L, 2);
INT32 start = (INT32)luaL_optinteger(L, 3, -1);
NOHUD
INLEVEL
lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start));
return 1;
}
@ -1432,6 +1530,7 @@ static int lib_pSwitchWeather(lua_State *L)
INT32 weathernum = (INT32)luaL_checkinteger(L, 1);
player_t *user = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup weather for only the player, otherwise setup weather for all players
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!user) // global
@ -1447,6 +1546,7 @@ static int lib_pLinedefExecute(lua_State *L)
mobj_t *actor = NULL;
sector_t *caller = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
@ -1459,6 +1559,7 @@ static int lib_pSpawnLightningFlash(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
NOHUD
INLEVEL
if (!sector)
return LUA_ErrInvalid(L, "sector_t");
P_SpawnLightningFlash(sector);
@ -1471,6 +1572,7 @@ static int lib_pFadeLight(lua_State *L)
INT32 destvalue = (INT32)luaL_checkinteger(L, 2);
INT32 speed = (INT32)luaL_checkinteger(L, 3);
NOHUD
INLEVEL
P_FadeLight(tag, destvalue, speed);
return 0;
}
@ -1479,6 +1581,7 @@ static int lib_pThingOnSpecial3DFloor(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR);
@ -1489,6 +1592,7 @@ static int lib_pIsFlagAtBase(lua_State *L)
{
mobjtype_t flag = luaL_checkinteger(L, 1);
NOHUD
INLEVEL
if (flag >= NUMMOBJTYPES)
return luaL_error(L, "mobj type %d out of range (0 - %d)", flag, NUMMOBJTYPES-1);
lua_pushboolean(L, P_IsFlagAtBase(flag));
@ -1500,6 +1604,7 @@ static int lib_pSetupLevelSky(lua_State *L)
INT32 skynum = (INT32)luaL_checkinteger(L, 1);
player_t *user = NULL;
NOHUD
INLEVEL
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) // if a player, setup sky for only the player, otherwise setup sky for all players
user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER));
if (!user) // global
@ -1518,6 +1623,7 @@ static int lib_pSetSkyboxMobj(lua_State *L)
int w = 0;
NOHUD
INLEVEL
if (!lua_isnil(L,1)) // nil leaves mo as NULL to remove the skybox rendering.
{
mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); // otherwise it is a skybox mobj.
@ -1564,6 +1670,7 @@ static int lib_pStartQuake(lua_State *L)
static mappoint_t q_epicenter = {0,0,0};
NOHUD
INLEVEL
// While technically we don't support epicenter and radius,
// we get their values anyway if they exist.
@ -1625,6 +1732,7 @@ static int lib_evCrumbleChain(lua_State *L)
sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
NOHUD
INLEVEL
if (!sec)
return LUA_ErrInvalid(L, "sector_t");
if (!rover)
@ -1681,6 +1789,7 @@ static int lib_rPointInSubsector(lua_State *L)
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
INLEVEL
LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
return 1;
}
@ -1715,6 +1824,7 @@ static int lib_rSetPlayerSkin(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (lua_isnoneornil(L, 2))
@ -1899,6 +2009,7 @@ static int lib_sOriginPlaying(lua_State *L)
{
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
INLEVEL
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, S_OriginPlaying(origin));
@ -1920,6 +2031,7 @@ static int lib_sSoundPlaying(lua_State *L)
void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
sfxenum_t id = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!origin)
return LUA_ErrInvalid(L, "mobj_t");
if (id >= NUMSFX)
@ -1935,6 +2047,7 @@ static int lib_gBuildMapName(lua_State *L)
{
INT32 map = luaL_optinteger(L, 1, gamemap);
//HUDSAFE
INLEVEL
lua_pushstring(L, G_BuildMapName(map));
return 1;
}
@ -1943,6 +2056,7 @@ static int lib_gDoReborn(lua_State *L)
{
INT32 playernum = luaL_checkinteger(L, 1);
NOHUD
INLEVEL
if (playernum >= MAXPLAYERS)
return luaL_error(L, "playernum %d out of range (0 - %d)", playernum, MAXPLAYERS-1);
G_DoReborn(playernum);
@ -1953,6 +2067,7 @@ static int lib_gExitLevel(lua_State *L)
{
int n = lua_gettop(L); // Num arguments
NOHUD
INLEVEL
// LUA EXTENSION: Custom exit like support
// Supported:
@ -1979,6 +2094,7 @@ static int lib_gIsSpecialStage(lua_State *L)
{
INT32 mapnum = luaL_optinteger(L, 1, gamemap);
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_IsSpecialStage(mapnum));
return 1;
}
@ -1986,6 +2102,7 @@ static int lib_gIsSpecialStage(lua_State *L)
static int lib_gGametypeUsesLives(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeUsesLives());
return 1;
}
@ -1993,6 +2110,7 @@ static int lib_gGametypeUsesLives(lua_State *L)
static int lib_gGametypeHasTeams(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeHasTeams());
return 1;
}
@ -2000,6 +2118,7 @@ static int lib_gGametypeHasTeams(lua_State *L)
static int lib_gGametypeHasSpectators(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_GametypeHasSpectators());
return 1;
}
@ -2007,6 +2126,7 @@ static int lib_gGametypeHasSpectators(lua_State *L)
static int lib_gRingSlingerGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_RingSlingerGametype());
return 1;
}
@ -2014,6 +2134,7 @@ static int lib_gRingSlingerGametype(lua_State *L)
static int lib_gPlatformGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_PlatformGametype());
return 1;
}
@ -2021,6 +2142,7 @@ static int lib_gPlatformGametype(lua_State *L)
static int lib_gTagGametype(lua_State *L)
{
//HUDSAFE
INLEVEL
lua_pushboolean(L, G_TagGametype());
return 1;
}

View File

@ -186,6 +186,9 @@ static int lib_searchBlockmap(lua_State *L)
UINT8 funcret = 0;
blockmap_func searchFunc;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
luaL_checktype(L, 1, LUA_TFUNCTION);

View File

@ -22,7 +22,10 @@
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
#define INLEVEL if (gamestate != GS_LEVEL)\
return luaL_error(L, "This function can only be used in a level!");
static const char *cvname = NULL;
@ -412,6 +415,7 @@ static int lib_consPrintf(lua_State *L)
if (n < 2)
return luaL_error(L, "CONS_Printf requires at least two arguments: player and text.");
//HUDSAFE
INLEVEL
plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
if (!plr)
return LUA_ErrInvalid(L, "player_t");

View File

@ -264,12 +264,19 @@ static const char *const bbox_opt[] = {
static const char *const array_opt[] ={"iterate",NULL};
static const char *const valid_opt[] ={"valid",NULL};
///////////////////////////////////
// sector list iterate functions //
///////////////////////////////////
// iterates through a sector's thinglist!
static int lib_iterateSectorThinglist(lua_State *L)
{
mobj_t *state = NULL;
mobj_t *thing = NULL;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do <block> end'.");
@ -303,6 +310,9 @@ static int lib_iterateSectorFFloors(lua_State *L)
ffloor_t *state = NULL;
ffloor_t *ffloor = NULL;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do <block> end'.");
@ -338,6 +348,10 @@ static int sector_iterate(lua_State *L)
return 3;
}
////////////////////
// sector.lines[] //
////////////////////
// sector.lines, i -> sector.lines[i]
// sector.lines.valid, for validity checking
static int sectorlines_get(lua_State *L)
@ -399,6 +413,10 @@ static int sectorlines_num(lua_State *L)
return 1;
}
//////////////
// sector_t //
//////////////
static int sector_get(lua_State *L)
{
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
@ -540,6 +558,10 @@ static int sector_num(lua_State *L)
return 1;
}
/////////////////
// subsector_t //
/////////////////
static int subsector_get(lua_State *L)
{
subsector_t *subsector = *((subsector_t **)luaL_checkudata(L, 1, META_SUBSECTOR));
@ -579,6 +601,10 @@ static int subsector_num(lua_State *L)
return 1;
}
////////////
// line_t //
////////////
static int line_get(lua_State *L)
{
line_t *line = *((line_t **)luaL_checkudata(L, 1, META_LINE));
@ -676,6 +702,10 @@ static int line_num(lua_State *L)
return 1;
}
////////////////////
// line.sidenum[] //
////////////////////
static int sidenum_get(lua_State *L)
{
UINT16 *sidenum = *((UINT16 **)luaL_checkudata(L, 1, META_SIDENUM));
@ -704,6 +734,10 @@ static int sidenum_get(lua_State *L)
return 1;
}
////////////
// side_t //
////////////
static int side_get(lua_State *L)
{
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
@ -805,6 +839,10 @@ static int side_num(lua_State *L)
return 1;
}
//////////////
// vertex_t //
//////////////
static int vertex_get(lua_State *L)
{
vertex_t *vertex = *((vertex_t **)luaL_checkudata(L, 1, META_VERTEX));
@ -845,6 +883,11 @@ static int vertex_num(lua_State *L)
}
#ifdef HAVE_LUA_SEGS
///////////
// seg_t //
///////////
static int seg_get(lua_State *L)
{
seg_t *seg = *((seg_t **)luaL_checkudata(L, 1, META_SEG));
@ -902,6 +945,10 @@ static int seg_num(lua_State *L)
return 1;
}
////////////
// node_t //
////////////
static int node_get(lua_State *L)
{
node_t *node = *((node_t **)luaL_checkudata(L, 1, META_NODE));
@ -949,6 +996,11 @@ static int node_num(lua_State *L)
lua_pushinteger(L, node-nodes);
return 1;
}
///////////////
// node.bbox //
///////////////
/*
// node.bbox[i][j]: i = 0 or 1, j = 0 1 2 or 3
// NOTE: 2D arrays are NOT double pointers,
@ -1028,6 +1080,10 @@ static int nodebbox_call(lua_State *L)
return 1;
}
/////////////////////
// node.children[] //
/////////////////////
// node.children[i]: i = 0 or 1
static int nodechildren_get(lua_State *L)
{
@ -1063,6 +1119,10 @@ static int nodechildren_get(lua_State *L)
}
#endif
//////////
// bbox //
//////////
// bounding box (aka fixed_t array with four elements)
// NOTE: may be useful for polyobjects or other things later
static int bbox_get(lua_State *L)
@ -1100,9 +1160,15 @@ static int bbox_get(lua_State *L)
return 1;
}
///////////////
// sectors[] //
///////////////
static int lib_iterateSectors(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do <block> end'.");
lua_settop(L, 2);
@ -1120,6 +1186,8 @@ static int lib_iterateSectors(lua_State *L)
static int lib_getSector(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1146,9 +1214,15 @@ static int lib_numsectors(lua_State *L)
return 1;
}
//////////////////
// subsectors[] //
//////////////////
static int lib_iterateSubsectors(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do <block> end'.");
lua_settop(L, 2);
@ -1166,6 +1240,8 @@ static int lib_iterateSubsectors(lua_State *L)
static int lib_getSubsector(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1192,9 +1268,15 @@ static int lib_numsubsectors(lua_State *L)
return 1;
}
/////////////
// lines[] //
/////////////
static int lib_iterateLines(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do <block> end'.");
lua_settop(L, 2);
@ -1212,6 +1294,8 @@ static int lib_iterateLines(lua_State *L)
static int lib_getLine(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1238,9 +1322,15 @@ static int lib_numlines(lua_State *L)
return 1;
}
/////////////
// sides[] //
/////////////
static int lib_iterateSides(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do <block> end'.");
lua_settop(L, 2);
@ -1258,6 +1348,8 @@ static int lib_iterateSides(lua_State *L)
static int lib_getSide(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1284,9 +1376,15 @@ static int lib_numsides(lua_State *L)
return 1;
}
////////////////
// vertexes[] //
////////////////
static int lib_iterateVertexes(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do <block> end'.");
lua_settop(L, 2);
@ -1304,6 +1402,8 @@ static int lib_iterateVertexes(lua_State *L)
static int lib_getVertex(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1331,9 +1431,16 @@ static int lib_numvertexes(lua_State *L)
}
#ifdef HAVE_LUA_SEGS
////////////
// segs[] //
////////////
static int lib_iterateSegs(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do <block> end'.");
lua_settop(L, 2);
@ -1351,6 +1458,8 @@ static int lib_iterateSegs(lua_State *L)
static int lib_getSeg(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1377,9 +1486,15 @@ static int lib_numsegs(lua_State *L)
return 1;
}
/////////////
// nodes[] //
/////////////
static int lib_iterateNodes(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do <block> end'.");
lua_settop(L, 2);
@ -1397,6 +1512,8 @@ static int lib_iterateNodes(lua_State *L)
static int lib_getNode(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))
@ -1424,6 +1541,10 @@ static int lib_numnodes(lua_State *L)
}
#endif
//////////////
// ffloor_t //
//////////////
static int ffloor_get(lua_State *L)
{
ffloor_t *ffloor = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR));
@ -1567,6 +1688,10 @@ static int ffloor_set(lua_State *L)
return 0;
}
/////////////////////
// mapheaderinfo[] //
/////////////////////
static int lib_getMapheaderinfo(lua_State *L)
{
// i -> mapheaderinfo[i-1]
@ -1599,6 +1724,10 @@ static int lib_nummapheaders(lua_State *L)
return 1;
}
/////////////////
// mapheader_t //
/////////////////
static int mapheaderinfo_get(lua_State *L)
{
mapheader_t *header = *((mapheader_t **)luaL_checkudata(L, 1, META_MAPHEADER));

View File

@ -751,6 +751,8 @@ static int mapthing_set(lua_State *L)
static int lib_iterateMapthings(lua_State *L)
{
size_t i = 0;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do <block> end'.");
lua_settop(L, 2);
@ -768,6 +770,8 @@ static int lib_iterateMapthings(lua_State *L)
static int lib_getMapthing(lua_State *L)
{
int field;
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1))

View File

@ -25,6 +25,8 @@
static int lib_iteratePlayers(lua_State *L)
{
INT32 i = -1;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
@ -51,6 +53,8 @@ static int lib_getPlayer(lua_State *L)
{
const char *field;
// i -> players[i]
if (gamestate != GS_LEVEL)
return luaL_error(L, "You cannot access this outside of a level!");
if (lua_type(L, 2) == LUA_TNUMBER)
{
lua_Integer i = luaL_checkinteger(L, 2);

View File

@ -29,6 +29,9 @@ static int lib_iterateThinkers(lua_State *L)
actionf_p1 searchFunc;
const char *searchMeta;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
lua_settop(L, 2);
lua_remove(L, 1); // remove state now.
@ -84,6 +87,8 @@ static int lib_iterateThinkers(lua_State *L)
static int lib_startIterate(lua_State *L)
{
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
luaL_checkoption(L, 1, iter_opt[0], iter_opt);
lua_pushcfunction(L, lib_iterateThinkers);
lua_pushvalue(L, 1);