Merge branch 'lua-spritedefs' into 'master'

New Lua video lib functions for getting sprite patches

See merge request !105
This commit is contained in:
Monster Iestyn 2017-08-18 11:35:25 -04:00
commit c17eb94ef7
1 changed files with 155 additions and 0 deletions

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@ -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<<angle)) != 0);
return 2;
}
// v.getSprite2Patch(skin, sprite, [super?,] [frame, [angle]])
static int libd_getSprite2Patch(lua_State *L)
{
INT32 i; // skin number
UINT32 j; // sprite2 prefix
UINT32 frame = 0; // 'A'
UINT8 angle = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
boolean super = false; // add FF_SPR2SUPER to sprite2 if true
HUDONLY
// get skin first!
if (lua_isnumber(L, 1)) // find skin by number
{
i = lua_tonumber(L, 1);
if (i < 0 || i >= 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<<angle)) != 0);
return 2;
}
static int libd_draw(lua_State *L)
{
INT32 x, y, flags;
@ -568,6 +721,8 @@ static int libd_renderer(lua_State *L)
static luaL_Reg lib_draw[] = {
{"patchExists", libd_patchExists},
{"cachePatch", libd_cachePatch},
{"getSpritePatch", libd_getSpritePatch},
{"getSprite2Patch", libd_getSprite2Patch},
{"draw", libd_draw},
{"drawScaled", libd_drawScaled},
{"drawNum", libd_drawNum},