diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index 29e4970c1..8175f1b9b 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -12,6 +12,7 @@ #include "doomdef.h" #ifdef HAVE_BLUA +#include "fastcmp.h" #include "r_defs.h" #include "r_local.h" #include "st_stuff.h" // hudinfo[] @@ -343,6 +344,158 @@ static int libd_cachePatch(lua_State *L) return 1; } +// v.getSpritePatch(sprite, [frame, [angle]]) +static int libd_getSpritePatch(lua_State *L) +{ + UINT32 i; // sprite prefix + UINT32 frame = 0; // 'A' + UINT8 angle = 0; + spritedef_t *sprdef; + spriteframe_t *sprframe; + HUDONLY + + if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK + { + i = lua_tonumber(L, 1); + if (i >= NUMSPRITES) + return 0; + } + else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "THOK" + { + const char *name = lua_tostring(L, 1); + for (i = 0; i < NUMSPRITES; i++) + if (fastcmp(name, sprnames[i])) + break; + if (i >= NUMSPRITES) + return 0; + } + else + return 0; + + if (i == SPR_PLAY) // Use getSprite2Patch instead! + return 0; + + sprdef = &sprites[i]; + + // set frame number + frame = luaL_optinteger(L, 2, 0); + frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case + if (frame >= sprdef->numframes) + return 0; + // set angle number + sprframe = &sprdef->spriteframes[frame]; + angle = luaL_optinteger(L, 3, 1); + + // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) + // keep 0 the same since we'll make it default to angle 1 (which is internally 0) + // in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch + if (angle != 0) + angle--; + + if (angle >= 8) // out of range? + return 0; + + // push both the patch and it's "flip" value + LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH); + lua_pushboolean(L, (sprframe->flip & (1<= MAXSKINS) + return luaL_error(L, "skin number %d out of range (0 - %d)", i, MAXSKINS-1); + if (i >= numskins) + return 0; + } + else // find skin by name + { + const char *name = luaL_checkstring(L, 1); + for (i = 0; i < numskins; i++) + if (fastcmp(skins[i].name, name)) + break; + if (i >= numskins) + return 0; + } + + lua_remove(L, 1); // remove skin now + + if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR2_STND + { + j = lua_tonumber(L, 1); + if (j & FF_SPR2SUPER) // e.g. SPR2_STND|FF_SPR2SUPER + { + super = true; + j &= ~FF_SPR2SUPER; // remove flag so the next check doesn't fail + } + if (j >= free_spr2) + return 0; + } + else if (lua_isstring(L, 1)) // sprite prefix name given, e.g. "STND" + { + const char *name = lua_tostring(L, 1); + for (j = 0; j < free_spr2; j++) + if (fastcmp(name, spr2names[j])) + break; + // if you want super flags you'll have to use the optional boolean following this + if (j >= free_spr2) + return 0; + } + else + return 0; + + if (lua_isboolean(L, 2)) // optional boolean for superness + { + super = lua_toboolean(L, 2); // note: this can override FF_SPR2SUPER from sprite number + lua_remove(L, 2); // remove + } + // if it's not boolean then just assume it's the frame number + + if (super) + j |= FF_SPR2SUPER; + + j = P_GetSkinSprite2(&skins[i], j, NULL); // feed skin and current sprite2 through to change sprite2 used if necessary + + sprdef = &skins[i].sprites[j]; + + // set frame number + frame = luaL_optinteger(L, 2, 0); + frame &= FF_FRAMEMASK; // ignore any bits that are not the actual frame, just in case + if (frame >= sprdef->numframes) + return 0; + // set angle number + sprframe = &sprdef->spriteframes[frame]; + angle = luaL_optinteger(L, 3, 1); + + // convert WAD editor angle numbers (1-8) to internal angle numbers (0-7) + // keep 0 the same since we'll make it default to angle 1 (which is internally 0) + // in case somebody didn't know that angle 0 really just maps all 8 angles to the same patch + if (angle != 0) + angle--; + + if (angle >= 8) // out of range? + return 0; + + // push both the patch and it's "flip" value + LUA_PushUserdata(L, W_CachePatchNum(sprframe->lumppat[angle], PU_STATIC), META_PATCH); + lua_pushboolean(L, (sprframe->flip & (1<