// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2012-2016 by John "JTE" Muniz. // Copyright (C) 2012-2018 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_infolib.c /// \brief infotable editing library for Lua scripting #include "doomdef.h" #ifdef HAVE_BLUA #include "fastcmp.h" #include "info.h" #include "dehacked.h" #include "p_mobj.h" #include "p_local.h" #include "z_zone.h" #include "lua_script.h" #include "lua_libs.h" #include "lua_hud.h" // hud_running errors #include "lua_hook.h" // cmd errors boolean LUA_CallAction(const char *action, mobj_t *actor); state_t *astate; enum sfxinfo_read { sfxinfor_name = 0, sfxinfor_singular, sfxinfor_priority, sfxinfor_flags, // "pitch" sfxinfor_skinsound }; const char *const sfxinfo_ropt[] = { "name", "singular", "priority", "flags", "skinsound", NULL}; enum sfxinfo_write { sfxinfow_singular = 0, sfxinfow_priority, sfxinfow_flags // "pitch" }; const char *const sfxinfo_wopt[] = { "singular", "priority", "flags", NULL}; // // Sprite Names // // push sprite name static int lib_getSprname(lua_State *L) { UINT32 i; lua_remove(L, 1); // don't care about sprnames[] dummy userdata. if (lua_isnumber(L, 1)) { i = lua_tonumber(L, 1); if (i > NUMSPRITES) return 0; lua_pushlstring(L, sprnames[i], 4); return 1; } else if (lua_isstring(L, 1)) { const char *name = lua_tostring(L, 1); for (i = 0; i < NUMSPRITES; i++) if (fastcmp(name, sprnames[i])) { lua_pushinteger(L, i); return 1; } } return 0; } /// \todo Maybe make it tally up the used_spr from dehacked? static int lib_sprnamelen(lua_State *L) { lua_pushinteger(L, NUMSPRITES); return 1; } //////////////// // STATE INFO // //////////////// // Uses astate to determine which state is calling it // Then looks up which Lua action is assigned to that state and calls it static void A_Lua(mobj_t *actor) { boolean found = false; I_Assert(actor != NULL); // get the action for this state lua_getfield(gL, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(gL, -1)); lua_pushlightuserdata(gL, astate); lua_rawget(gL, -2); I_Assert(lua_isfunction(gL, -1)); lua_remove(gL, -2); // pop LREG_STATEACTION // get the name for this action, if possible. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); lua_pushnil(gL); while (lua_next(gL, -2)) { if (lua_rawequal(gL, -1, -4)) { found = true; superactions[superstack] = lua_tostring(gL, -2); // "A_ACTION" ++superstack; lua_pop(gL, 2); // pop the name and function break; } lua_pop(gL, 1); } lua_pop(gL, 1); // pop LREG_ACTION LUA_PushUserdata(gL, actor, META_MOBJ); lua_pushinteger(gL, var1); lua_pushinteger(gL, var2); LUA_Call(gL, 3); if (found) { --superstack; superactions[superstack] = NULL; } } // Arbitrary states[] table index -> state_t * static int lib_getState(lua_State *L) { UINT32 i; lua_remove(L, 1); i = luaL_checkinteger(L, 1); if (i >= NUMSTATES) return luaL_error(L, "states[] index %d out of range (0 - %d)", i, NUMSTATES-1); LUA_PushUserdata(L, &states[i], META_STATE); return 1; } // Lua table full of data -> states[] (set the values all at once! :D :D) static int lib_setState(lua_State *L) { state_t *state; lua_remove(L, 1); // don't care about states[] userdata. { UINT32 i = luaL_checkinteger(L, 1); if (i >= NUMSTATES) return luaL_error(L, "states[] index %d out of range (0 - %d)", i, NUMSTATES-1); state = &states[i]; // get the state to assign to. } luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table. lua_remove(L, 1); // pop state num, don't need it any more. lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the state. if (hud_running) return luaL_error(L, "Do not alter states in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter states in BuildCMD code!"); // clear the state to start with, in case of missing table elements memset(state,0,sizeof(state_t)); state->tics = -1; lua_pushnil(L); while (lua_next(L, 1)) { lua_Integer i = 0; const char *str = NULL; lua_Integer value; if (lua_isnumber(L, 2)) i = lua_tointeger(L, 2); else str = luaL_checkstring(L, 2); if (i == 1 || (str && fastcmp(str, "sprite"))) { value = luaL_checkinteger(L, 3); if (value < SPR_NULL || value >= NUMSPRITES) return luaL_error(L, "sprite number %d is invalid.", value); state->sprite = (spritenum_t)value; } else if (i == 2 || (str && fastcmp(str, "frame"))) { state->frame = (UINT32)luaL_checkinteger(L, 3); } else if (i == 3 || (str && fastcmp(str, "tics"))) { state->tics = (INT32)luaL_checkinteger(L, 3); } else if (i == 4 || (str && fastcmp(str, "action"))) { switch(lua_type(L, 3)) { case LUA_TNIL: // Null? Set the action to nothing, then. state->action.acp1 = NULL; break; case LUA_TSTRING: // It's a string, expect the name of a built-in action LUA_SetActionByName(state, lua_tostring(L, 3)); break; case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!) lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, state); // We'll store this function by the state's pointer in the registry. lua_pushvalue(L, 3); // Bring it to the top of the stack lua_rawset(L, -3); // Set it in the registry lua_pop(L, 1); // pop LREG_STATEACTION state->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata. break; default: // ?! return luaL_typerror(L, 3, "function"); } } else if (i == 5 || (str && fastcmp(str, "var1"))) { state->var1 = (INT32)luaL_checkinteger(L, 3); } else if (i == 6 || (str && fastcmp(str, "var2"))) { state->var2 = (INT32)luaL_checkinteger(L, 3); } else if (i == 7 || (str && fastcmp(str, "nextstate"))) { value = luaL_checkinteger(L, 3); if (value < S_NULL || value >= NUMSTATES) return luaL_error(L, "nextstate number %d is invalid.", value); state->nextstate = (statenum_t)value; } lua_pop(L, 1); } return 0; } // #states -> NUMSTATES static int lib_statelen(lua_State *L) { lua_pushinteger(L, NUMSTATES); return 1; } boolean LUA_SetLuaAction(void *stv, const char *action) { state_t *st = (state_t *)stv; I_Assert(st != NULL); //I_Assert(st >= states && st < states+NUMSTATES); // if you REALLY want to be paranoid... I_Assert(action != NULL); if (!gL) // Lua isn't loaded, return false; // action not set. // action is assumed to be in all-caps already !! // the registry is case-sensitive, so we strupr everything that enters it. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); lua_getfield(gL, -1, action); if (lua_isnil(gL, -1)) // no match { lua_pop(gL, 2); // pop nil and LREG_ACTIONS return false; // action not set. } lua_getfield(gL, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(gL, -1)); lua_pushlightuserdata(gL, stv); // We'll store this function by the state's pointer in the registry. lua_pushvalue(gL, -3); // Bring it to the top of the stack lua_rawset(gL, -3); // Set it in the registry lua_pop(gL, 1); // pop LREG_STATEACTION lua_pop(gL, 2); // pop the function and LREG_ACTIONS st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata. return true; // action successfully set. } boolean LUA_CallAction(const char *csaction, mobj_t *actor) { I_Assert(csaction != NULL); I_Assert(actor != NULL); if (!gL) // Lua isn't loaded, return false; // action not called. if (superstack && fasticmp(csaction, superactions[superstack-1])) // the action is calling itself, return false; // let it call the hardcoded function instead. // grab function by uppercase name. lua_getfield(gL, LUA_REGISTRYINDEX, LREG_ACTIONS); { char *action = Z_StrDup(csaction); strupr(action); lua_getfield(gL, -1, action); Z_Free(action); } lua_remove(gL, -2); // pop LREG_ACTIONS if (lua_isnil(gL, -1)) // no match { lua_pop(gL, 1); // pop nil return false; // action not called. } if (superstack == MAXRECURSION) { CONS_Alert(CONS_WARNING, "Max Lua Action recursion reached! Cool it on the calling A_Action functions from inside A_Action functions!\n"); return true; } // Found a function. // Call it with (actor, var1, var2) I_Assert(lua_isfunction(gL, -1)); LUA_PushUserdata(gL, actor, META_MOBJ); lua_pushinteger(gL, var1); lua_pushinteger(gL, var2); superactions[superstack] = csaction; ++superstack; LUA_Call(gL, 3); --superstack; superactions[superstack] = NULL; return true; // action successfully called. } // state_t *, field -> number static int state_get(lua_State *L) { state_t *st = *((state_t **)luaL_checkudata(L, 1, META_STATE)); const char *field = luaL_checkstring(L, 2); lua_Integer number; if (fastcmp(field,"sprite")) number = st->sprite; else if (fastcmp(field,"frame")) number = st->frame; else if (fastcmp(field,"tics")) number = st->tics; else if (fastcmp(field,"action")) { const char *name; if (!st->action.acp1) // Action is NULL. return 0; // return nil. if (st->action.acp1 == (actionf_p1)A_Lua) { // This is a Lua function? lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, st); // Push the state pointer and lua_rawget(L, -2); // use it to get the actual Lua function. lua_remove(L, -2); // pop LREG_STATEACTION return 1; // Return the Lua function. } name = LUA_GetActionName(&st->action); // find a hardcoded function name if (!name) // If it's not a hardcoded function and it's not a Lua function... return 0; // Just what is this?? // get the function from the global // because the metatable will trigger. lua_getglobal(L, name); // actually gets from LREG_ACTIONS if applicable, and pushes a new C closure if not. lua_pushstring(L, name); // push the name we found. return 2; // return both the function and its name, in case somebody wanted to do a comparison by name or something? } else if (fastcmp(field,"var1")) number = st->var1; else if (fastcmp(field,"var2")) number = st->var2; else if (fastcmp(field,"nextstate")) number = st->nextstate; else if (devparm) return luaL_error(L, LUA_QL("state_t") " has no field named " LUA_QS, field); else return 0; lua_pushinteger(L, number); return 1; } // state_t *, field, number -> states[] static int state_set(lua_State *L) { state_t *st = *((state_t **)luaL_checkudata(L, 1, META_STATE)); const char *field = luaL_checkstring(L, 2); lua_Integer value; if (hud_running) return luaL_error(L, "Do not alter states in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter states in BuildCMD code!"); if (fastcmp(field,"sprite")) { value = luaL_checknumber(L, 3); if (value < SPR_NULL || value >= NUMSPRITES) return luaL_error(L, "sprite number %d is invalid.", value); st->sprite = (spritenum_t)value; } else if (fastcmp(field,"frame")) st->frame = (UINT32)luaL_checknumber(L, 3); else if (fastcmp(field,"tics")) st->tics = (INT32)luaL_checknumber(L, 3); else if (fastcmp(field,"action")) { switch(lua_type(L, 3)) { case LUA_TNIL: // Null? Set the action to nothing, then. st->action.acp1 = NULL; break; case LUA_TSTRING: // It's a string, expect the name of a built-in action LUA_SetActionByName(st, lua_tostring(L, 3)); break; case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!) lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, st); // We'll store this function by the state's pointer in the registry. lua_pushvalue(L, 3); // Bring it to the top of the stack lua_rawset(L, -3); // Set it in the registry lua_pop(L, 1); // pop LREG_STATEACTION st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata. break; default: // ?! return luaL_typerror(L, 3, "function"); } } else if (fastcmp(field,"var1")) st->var1 = (INT32)luaL_checknumber(L, 3); else if (fastcmp(field,"var2")) st->var2 = (INT32)luaL_checknumber(L, 3); else if (fastcmp(field,"nextstate")) { value = luaL_checkinteger(L, 3); if (value < S_NULL || value >= NUMSTATES) return luaL_error(L, "nextstate number %d is invalid.", value); st->nextstate = (statenum_t)value; } else return luaL_error(L, LUA_QL("state_t") " has no field named " LUA_QS, field); return 0; } // state_t * -> S_* static int state_num(lua_State *L) { state_t *state = *((state_t **)luaL_checkudata(L, 1, META_STATE)); lua_pushinteger(L, state-states); return 1; } /////////////// // MOBJ INFO // /////////////// // Arbitrary mobjinfo[] table index -> mobjinfo_t * static int lib_getMobjInfo(lua_State *L) { UINT32 i; lua_remove(L, 1); i = luaL_checkinteger(L, 1); if (i >= NUMMOBJTYPES) return luaL_error(L, "mobjinfo[] index %d out of range (0 - %d)", i, NUMMOBJTYPES-1); LUA_PushUserdata(L, &mobjinfo[i], META_MOBJINFO); return 1; } // Lua table full of data -> mobjinfo[] static int lib_setMobjInfo(lua_State *L) { mobjinfo_t *info; lua_remove(L, 1); // don't care about mobjinfo[] userdata. { UINT32 i = luaL_checkinteger(L, 1); if (i >= NUMMOBJTYPES) return luaL_error(L, "mobjinfo[] index %d out of range (0 - %d)", i, NUMMOBJTYPES-1); info = &mobjinfo[i]; // get the mobjinfo to assign to. } luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table. lua_remove(L, 1); // pop mobjtype num, don't need it any more. lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the mobjinfo. if (hud_running) return luaL_error(L, "Do not alter mobjinfo in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter mobjinfo in BuildCMD code!"); // clear the mobjinfo to start with, in case of missing table elements memset(info,0,sizeof(mobjinfo_t)); info->doomednum = -1; // default to no editor value info->spawnhealth = 1; // avoid 'dead' noclip behaviors lua_pushnil(L); while (lua_next(L, 1)) { lua_Integer i = 0; const char *str = NULL; lua_Integer value; if (lua_isnumber(L, 2)) i = lua_tointeger(L, 2); else str = luaL_checkstring(L, 2); if (i == 1 || (str && fastcmp(str,"doomednum"))) info->doomednum = (INT32)luaL_checkinteger(L, 3); else if (i == 2 || (str && fastcmp(str,"spawnstate"))) { value = luaL_checkinteger(L, 3); if (value < S_NULL || value >= NUMSTATES) return luaL_error(L, "spawnstate number %d is invalid.", value); info->spawnstate = (statenum_t)value; } else if (i == 3 || (str && fastcmp(str,"spawnhealth"))) info->spawnhealth = (INT32)luaL_checkinteger(L, 3); else if (i == 4 || (str && fastcmp(str,"seestate"))) { value = luaL_checkinteger(L, 3); if (value < S_NULL || value >= NUMSTATES) return luaL_error(L, "seestate number %d is invalid.", value); info->seestate = (statenum_t)value; } else if (i == 5 || (str && fastcmp(str,"seesound"))) { value = luaL_checkinteger(L, 3); if (value < sfx_None || value >= NUMSFX) return luaL_error(L, "seesound number %d is invalid.", value); info->seesound = (sfxenum_t)value; } else if (i == 6 || (str && fastcmp(str,"reactiontime"))) info->reactiontime = (INT32)luaL_checkinteger(L, 3); else if (i == 7 || (str && fastcmp(str,"attacksound"))) info->attacksound = luaL_checkinteger(L, 3); else if (i == 8 || (str && fastcmp(str,"painstate"))) info->painstate = luaL_checkinteger(L, 3); else if (i == 9 || (str && fastcmp(str,"painchance"))) info->painchance = (INT32)luaL_checkinteger(L, 3); else if (i == 10 || (str && fastcmp(str,"painsound"))) info->painsound = luaL_checkinteger(L, 3); else if (i == 11 || (str && fastcmp(str,"meleestate"))) info->meleestate = luaL_checkinteger(L, 3); else if (i == 12 || (str && fastcmp(str,"missilestate"))) info->missilestate = luaL_checkinteger(L, 3); else if (i == 13 || (str && fastcmp(str,"deathstate"))) info->deathstate = luaL_checkinteger(L, 3); else if (i == 14 || (str && fastcmp(str,"xdeathstate"))) info->xdeathstate = luaL_checkinteger(L, 3); else if (i == 15 || (str && fastcmp(str,"deathsound"))) info->deathsound = luaL_checkinteger(L, 3); else if (i == 16 || (str && fastcmp(str,"speed"))) info->speed = luaL_checkfixed(L, 3); else if (i == 17 || (str && fastcmp(str,"radius"))) info->radius = luaL_checkfixed(L, 3); else if (i == 18 || (str && fastcmp(str,"height"))) info->height = luaL_checkfixed(L, 3); else if (i == 19 || (str && fastcmp(str,"dispoffset"))) info->dispoffset = (INT32)luaL_checkinteger(L, 3); else if (i == 20 || (str && fastcmp(str,"mass"))) info->mass = (INT32)luaL_checkinteger(L, 3); else if (i == 21 || (str && fastcmp(str,"damage"))) info->damage = (INT32)luaL_checkinteger(L, 3); else if (i == 22 || (str && fastcmp(str,"activesound"))) info->activesound = luaL_checkinteger(L, 3); else if (i == 23 || (str && fastcmp(str,"flags"))) info->flags = (INT32)luaL_checkinteger(L, 3); else if (i == 24 || (str && fastcmp(str,"raisestate"))) { info->raisestate = luaL_checkinteger(L, 3); } lua_pop(L, 1); } return 0; } // #mobjinfo -> NUMMOBJTYPES static int lib_mobjinfolen(lua_State *L) { lua_pushinteger(L, NUMMOBJTYPES); return 1; } // mobjinfo_t *, field -> number static int mobjinfo_get(lua_State *L) { mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO)); const char *field = luaL_checkstring(L, 2); I_Assert(info != NULL); I_Assert(info >= mobjinfo); if (fastcmp(field,"doomednum")) lua_pushinteger(L, info->doomednum); else if (fastcmp(field,"spawnstate")) lua_pushinteger(L, info->spawnstate); else if (fastcmp(field,"spawnhealth")) lua_pushinteger(L, info->spawnhealth); else if (fastcmp(field,"seestate")) lua_pushinteger(L, info->seestate); else if (fastcmp(field,"seesound")) lua_pushinteger(L, info->seesound); else if (fastcmp(field,"reactiontime")) lua_pushinteger(L, info->reactiontime); else if (fastcmp(field,"attacksound")) lua_pushinteger(L, info->attacksound); else if (fastcmp(field,"painstate")) lua_pushinteger(L, info->painstate); else if (fastcmp(field,"painchance")) lua_pushinteger(L, info->painchance); else if (fastcmp(field,"painsound")) lua_pushinteger(L, info->painsound); else if (fastcmp(field,"meleestate")) lua_pushinteger(L, info->meleestate); else if (fastcmp(field,"missilestate")) lua_pushinteger(L, info->missilestate); else if (fastcmp(field,"deathstate")) lua_pushinteger(L, info->deathstate); else if (fastcmp(field,"xdeathstate")) lua_pushinteger(L, info->xdeathstate); else if (fastcmp(field,"deathsound")) lua_pushinteger(L, info->deathsound); else if (fastcmp(field,"speed")) lua_pushinteger(L, info->speed); // sometimes it's fixed_t, sometimes it's not... else if (fastcmp(field,"radius")) lua_pushfixed(L, info->radius); else if (fastcmp(field,"height")) lua_pushfixed(L, info->height); else if (fastcmp(field,"dispoffset")) lua_pushinteger(L, info->dispoffset); else if (fastcmp(field,"mass")) lua_pushinteger(L, info->mass); else if (fastcmp(field,"damage")) lua_pushinteger(L, info->damage); else if (fastcmp(field,"activesound")) lua_pushinteger(L, info->activesound); else if (fastcmp(field,"flags")) lua_pushinteger(L, info->flags); else if (fastcmp(field,"raisestate")) lua_pushinteger(L, info->raisestate); else { lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, info); lua_rawget(L, -2); if (!lua_istable(L, -1)) { // no extra values table CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "mobjinfo_t", field); return 0; } lua_getfield(L, -1, field); 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"), "mobjinfo_t", field); } return 1; } // mobjinfo_t *, field, number -> mobjinfo[] static int mobjinfo_set(lua_State *L) { mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO)); const char *field = luaL_checkstring(L, 2); if (hud_running) return luaL_error(L, "Do not alter mobjinfo in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter mobjinfo in BuildCMD code!"); I_Assert(info != NULL); I_Assert(info >= mobjinfo); if (fastcmp(field,"doomednum")) info->doomednum = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"spawnstate")) info->spawnstate = luaL_checkinteger(L, 3); else if (fastcmp(field,"spawnhealth")) info->spawnhealth = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"seestate")) info->seestate = luaL_checkinteger(L, 3); else if (fastcmp(field,"seesound")) info->seesound = luaL_checkinteger(L, 3); else if (fastcmp(field,"reactiontime")) info->reactiontime = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"attacksound")) info->attacksound = luaL_checkinteger(L, 3); else if (fastcmp(field,"painstate")) info->painstate = luaL_checkinteger(L, 3); else if (fastcmp(field,"painchance")) info->painchance = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"painsound")) info->painsound = luaL_checkinteger(L, 3); else if (fastcmp(field,"meleestate")) info->meleestate = luaL_checkinteger(L, 3); else if (fastcmp(field,"missilestate")) info->missilestate = luaL_checkinteger(L, 3); else if (fastcmp(field,"deathstate")) info->deathstate = luaL_checkinteger(L, 3); else if (fastcmp(field,"xdeathstate")) info->xdeathstate = luaL_checkinteger(L, 3); else if (fastcmp(field,"deathsound")) info->deathsound = luaL_checkinteger(L, 3); else if (fastcmp(field,"speed")) info->speed = luaL_checkfixed(L, 3); else if (fastcmp(field,"radius")) info->radius = luaL_checkfixed(L, 3); else if (fastcmp(field,"height")) info->height = luaL_checkfixed(L, 3); else if (fastcmp(field,"dispoffset")) info->dispoffset = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"mass")) info->mass = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"damage")) info->damage = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"activesound")) info->activesound = luaL_checkinteger(L, 3); else if (fastcmp(field,"flags")) info->flags = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"raisestate")) info->raisestate = luaL_checkinteger(L, 3); else { lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); lua_pushlightuserdata(L, info); 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"), "mobjinfo_t", field); lua_newtable(L); lua_pushlightuserdata(L, info); lua_pushvalue(L, -2); // ext value table lua_rawset(L, -4); // LREG_EXTVARS table } lua_pushvalue(L, 3); // value to store lua_setfield(L, -2, field); lua_pop(L, 2); } //else //return luaL_error(L, LUA_QL("mobjinfo_t") " has no field named " LUA_QS, field); return 0; } // mobjinfo_t * -> MT_* static int mobjinfo_num(lua_State *L) { mobjinfo_t *info = *((mobjinfo_t **)luaL_checkudata(L, 1, META_MOBJINFO)); I_Assert(info != NULL); I_Assert(info >= mobjinfo); lua_pushinteger(L, info-mobjinfo); return 1; } ////////////// // SFX INFO // ////////////// // Arbitrary S_sfx[] table index -> sfxinfo_t * static int lib_getSfxInfo(lua_State *L) { UINT32 i; lua_remove(L, 1); i = luaL_checkinteger(L, 1); if (i >= NUMSFX) return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1); LUA_PushUserdata(L, &S_sfx[i], META_SFXINFO); return 1; } // stack: dummy, S_sfx[] table index, table of values to set. static int lib_setSfxInfo(lua_State *L) { sfxinfo_t *info; lua_remove(L, 1); { UINT32 i = luaL_checkinteger(L, 1); if (i >= NUMSFX) return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1); info = &S_sfx[i]; // get the mobjinfo to assign to. } luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table. lua_remove(L, 1); // pop mobjtype num, don't need it any more. lua_settop(L, 1); // cut the stack here. the only thing left now is the table of data we're assigning to the mobjinfo. if (hud_running) return luaL_error(L, "Do not alter sfxinfo in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter sfxinfo in BuildCMD code!"); lua_pushnil(L); while (lua_next(L, 1)) { enum sfxinfo_write i; if (lua_isnumber(L, 2)) i = lua_tointeger(L, 2) - 1; // lua is one based, this enum is zero based. else i = luaL_checkoption(L, 2, NULL, sfxinfo_wopt); switch(i) { case sfxinfow_singular: info->singularity = luaL_checkboolean(L, 3); break; case sfxinfow_priority: info->priority = (INT32)luaL_checkinteger(L, 3); break; case sfxinfow_flags: info->pitch = (INT32)luaL_checkinteger(L, 3); break; default: break; } lua_pop(L, 1); } return 0; } static int lib_sfxlen(lua_State *L) { lua_pushinteger(L, NUMSFX); return 1; } // sfxinfo_t *, field static int sfxinfo_get(lua_State *L) { sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO)); enum sfxinfo_read field = luaL_checkoption(L, 2, NULL, sfxinfo_ropt); I_Assert(sfx != NULL); switch (field) { case sfxinfor_name: lua_pushstring(L, sfx->name); return 1; case sfxinfor_singular: lua_pushboolean(L, sfx->singularity); return 1; case sfxinfor_priority: lua_pushinteger(L, sfx->priority); return 1; case sfxinfor_flags: lua_pushinteger(L, sfx->pitch); return 1; case sfxinfor_skinsound: lua_pushinteger(L, sfx->skinsound); return 1; default: return luaL_error(L, "impossible error"); } return 0; } // sfxinfo_t *, field, value static int sfxinfo_set(lua_State *L) { sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO)); enum sfxinfo_write field = luaL_checkoption(L, 2, NULL, sfxinfo_wopt); if (hud_running) return luaL_error(L, "Do not alter S_sfx in HUD rendering code!"); if (hook_cmd_running) return luaL_error(L, "Do not alter S_sfx in BuildCMD code!"); I_Assert(sfx != NULL); lua_remove(L, 1); // remove sfxinfo lua_remove(L, 1); // remove field lua_settop(L, 1); // leave only one value switch (field) { case sfxinfow_singular: sfx->singularity = luaL_checkboolean(L, 1); break; case sfxinfow_priority: sfx->priority = luaL_checkinteger(L, 1); break; case sfxinfow_flags: sfx->pitch = luaL_checkinteger(L, 1); break; default: return luaL_error(L, "impossible error"); } return 0; } static int sfxinfo_num(lua_State *L) { sfxinfo_t *sfx = *((sfxinfo_t **)luaL_checkudata(L, 1, META_SFXINFO)); I_Assert(sfx != NULL); I_Assert(sfx >= S_sfx); lua_pushinteger(L, (UINT32)(sfx-S_sfx)); return 1; } ////////////////////////////// // // Now push all these functions into the Lua state! // // int LUA_InfoLib(lua_State *L) { // index of A_Lua actions to run for each state lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION); // index of globally available Lua actions by function name lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS); luaL_newmetatable(L, META_STATE); lua_pushcfunction(L, state_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, state_set); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, state_num); lua_setfield(L, -2, "__len"); lua_pop(L, 1); luaL_newmetatable(L, META_MOBJINFO); lua_pushcfunction(L, mobjinfo_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, mobjinfo_set); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, mobjinfo_num); lua_setfield(L, -2, "__len"); lua_pop(L, 1); luaL_newmetatable(L, META_SFXINFO); lua_pushcfunction(L, sfxinfo_get); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, sfxinfo_set); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, sfxinfo_num); lua_setfield(L, -2, "__len"); lua_pop(L, 1); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getSprname); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_sprnamelen); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_setglobal(L, "sprnames"); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getState); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_setState); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, lib_statelen); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_setglobal(L, "states"); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getMobjInfo); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_setMobjInfo); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, lib_mobjinfolen); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_setglobal(L, "mobjinfo"); lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getSfxInfo); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, lib_setSfxInfo); lua_setfield(L, -2, "__newindex"); lua_pushcfunction(L, lib_sfxlen); lua_setfield(L, -2, "__len"); lua_setmetatable(L, -2); lua_pushvalue(L, -1); lua_setglobal(L, "S_sfx"); lua_setglobal(L, "sfxinfo"); return 0; } #endif