// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2014-2016 by John "JTE" Muniz. // Copyright (C) 2014-2018 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_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 static UINT8 camnum = 1; // 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", "check", // "CHECK" f-zero indicator "minirankings", // Gametype rankings to the left "battlerankingsbumpers", // bumper drawer for battle. Useful if you want to make a custom battle gamemode without bumpers being involved. "battlefullscreen", // battlefullscreen func (WAIT, ATTACK OR PROTECT ...) "battlecomebacktimer", // come back timer in battlefullscreen "wanted", "speedometer", "freeplay", "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, camera_pnum }; static const char *const camera_opt[] = { "chase", "aiming", "x", "y", "z", "angle", "subsector", "floorz", "ceilingz", "radius", "height", "momx", "momy", "momz", "pnum", 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; case camera_pnum: lua_pushinteger(L, camnum); 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< 1) // 3P : bottom right { MM_X = (3*BASEVIDWIDTH/4); MM_Y = (3*BASEVIDHEIGHT/4); if (splitscreen > 2) // 4P: centered { MM_X = (BASEVIDWIDTH/2); MM_Y = (BASEVIDHEIGHT/2); } } } // splitscreen flags splitflags = (splitscreen == 3 ? 0 : V_SNAPTORIGHT); // flags should only be 0 when it's centered (4p split) // translucency: if (timeinmap > 105) { minimaptrans = cv_kartminimap.value; if (timeinmap <= 113) minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105); if (!minimaptrans) return 0; } else return 0; minimaptrans = ((10-minimaptrans)<width/2); my = MM_Y - (AutomapPic->height/2); // let offsets transfer to the heads, too! if (encoremode) mx += SHORT(AutomapPic->leftoffset); else mx -= SHORT(AutomapPic->leftoffset); my -= SHORT(AutomapPic->topoffset); // now that we have replicated this behavior, we can draw an icon from our supplied x, y coordinates by replicating k_kart.c's totally understandable uncommented code!!! // get map boundaries using nodes maxx = maxy = INT32_MAX; minx = miny = INT32_MIN; minx = bsp->bbox[0][BOXLEFT]; maxx = bsp->bbox[0][BOXRIGHT]; miny = bsp->bbox[0][BOXBOTTOM]; maxy = bsp->bbox[0][BOXTOP]; if (bsp->bbox[1][BOXLEFT] < minx) minx = bsp->bbox[1][BOXLEFT]; if (bsp->bbox[1][BOXRIGHT] > maxx) maxx = bsp->bbox[1][BOXRIGHT]; if (bsp->bbox[1][BOXBOTTOM] < miny) miny = bsp->bbox[1][BOXBOTTOM]; if (bsp->bbox[1][BOXTOP] > maxy) maxy = bsp->bbox[1][BOXTOP]; // You might be wondering why these are being bitshift here // it's because mapwidth and height would otherwise overflow for maps larger than half the size possible... // map boundaries and sizes will ALWAYS be whole numbers thankfully // later calculations take into consideration that these are actually not in terms of FRACUNIT though minx >>= FRACBITS; maxx >>= FRACBITS; miny >>= FRACBITS; maxy >>= FRACBITS; // these are our final map boundaries: mapwidth = maxx - minx; mapheight = maxy - miny; // These should always be small enough to be bitshift back right now xoffset = (minx + mapwidth/2)<width, mapwidth); yscale = FixedDiv(AutomapPic->height, mapheight); zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20); amnumxpos = (FixedMul(x, zoom) - FixedMul(xoffset, zoom)); amnumypos = -(FixedMul(y, zoom) - FixedMul(yoffset, zoom)); if (encoremode) amnumxpos = -amnumxpos; // scale patch coords patchw = patch->width*scale /2; patchh = patch->height*scale /2; if (centered) patchw = patchh = 0; // patch is supposedly already centered, don't butt in. amxpos = amnumxpos + ((mx + AutomapPic->width/2)<height/2)< 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_drawKartString(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); flags &= ~V_PARAMMASK; // Don't let crashes happen. HUDONLY V_DrawKartString(x, y, flags, str); 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}, {"drawPingNum", libd_drawPingNum}, {"drawFill", libd_drawFill}, {"fadeScreen", libd_fadeScreen}, {"drawString", libd_drawString}, {"drawKartString", libd_drawKartString}, {"stringWidth", libd_stringWidth}, {"getColormap", libd_getColormap}, {"width", libd_width}, {"height", libd_height}, {"dupx", libd_dupx}, {"dupy", libd_dupy}, {"renderer", libd_renderer}, {"localTransFlag", libd_getlocaltransflag}, {"drawOnMinimap", libd_drawOnMinimap}, {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< 2 && stplayr == &players[displayplayers[3]]) { LUA_PushUserdata(gL, &camera[3], META_CAMERA); camnum = 4; } else if (splitscreen > 1 && stplayr == &players[displayplayers[2]]) { LUA_PushUserdata(gL, &camera[2], META_CAMERA); camnum = 3; } else if (splitscreen && stplayr == &players[displayplayers[1]]) { LUA_PushUserdata(gL, &camera[1], META_CAMERA); camnum = 2; } else { LUA_PushUserdata(gL, &camera[0], META_CAMERA); camnum = 1; } 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<