// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2012-2014 by John "JTE" Muniz. // Copyright (C) 2012-2014 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_baselib.c /// \brief basic functions for Lua scripting #include "doomdef.h" #ifdef HAVE_BLUA #include "p_local.h" #include "p_setup.h" // So we can have P_SetupLevelSky #include "z_zone.h" #include "r_main.h" #include "r_things.h" #include "m_random.h" #include "s_sound.h" #include "g_game.h" #include "lua_script.h" #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!"); boolean luaL_checkboolean(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TBOOLEAN); return lua_toboolean(L, narg); } // String concatination static int lib_concat(lua_State *L) { int n = lua_gettop(L); /* number of arguments */ int i; char *r = NULL; size_t rl = 0,sl; lua_getglobal(L, "tostring"); for (i=1; i<=n; i++) { const char *s; lua_pushvalue(L, -1); /* function to be called */ lua_pushvalue(L, i); /* value to print */ lua_call(L, 1, 1); s = lua_tolstring(L, -1, &sl); /* get result */ if (s == NULL) return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("__add")); r = Z_Realloc(r, rl+sl, PU_STATIC, NULL); M_Memcpy(r+rl, s, sl); rl += sl; lua_pop(L, 1); /* pop result */ } lua_pushlstring(L, r, rl); Z_Free(r); return 1; } // Wrapper for CONS_Printf // Copied from base Lua code static int lib_print(lua_State *L) { int n = lua_gettop(L); /* number of arguments */ int i; //HUDSAFE lua_getglobal(L, "tostring"); for (i=1; i<=n; i++) { const char *s; lua_pushvalue(L, -1); /* function to be called */ lua_pushvalue(L, i); /* value to print */ lua_call(L, 1, 1); s = lua_tostring(L, -1); /* get result */ if (s == NULL) return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print")); if (i>1) CONS_Printf("\n"); CONS_Printf("%s", s); lua_pop(L, 1); /* pop result */ } CONS_Printf("\n"); return 0; } // M_RANDOM ////////////// static int lib_pRandom(lua_State *L) { NOHUD lua_pushinteger(L, P_Random()); return 1; } static int lib_pSignedRandom(lua_State *L) { NOHUD lua_pushinteger(L, P_SignedRandom()); return 1; } static int lib_pRandomKey(lua_State *L) { INT32 a = (INT32)luaL_checkinteger(L, 1); NOHUD lua_pushinteger(L, P_RandomKey(a)); return 1; } static int lib_pRandomRange(lua_State *L) { INT32 a = (INT32)luaL_checkinteger(L, 1); INT32 b = (INT32)luaL_checkinteger(L, 2); NOHUD if (b < a) { INT32 c = a; a = b; b = c; } lua_pushinteger(L, P_RandomRange(a, b)); return 1; } // P_MAPUTIL /////////////// static int lib_pAproxDistance(lua_State *L) { fixed_t dx = (fixed_t)luaL_checkinteger(L, 1); fixed_t dy = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE lua_pushinteger(L, P_AproxDistance(dx, dy)); return 1; } static int lib_pClosestPointOnLine(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE)); vertex_t result; //HUDSAFE if (!line) return LUA_ErrInvalid(L, "line_t"); P_ClosestPointOnLine(x, y, line, &result); lua_pushinteger(L, result.x); lua_pushinteger(L, result.y); return 2; } // P_ENEMY ///////////// static int lib_pCheckMeleeRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckMeleeRange(actor)); return 1; } static int lib_pJetbCheckMeleeRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_JetbCheckMeleeRange(actor)); return 1; } static int lib_pFaceStabCheckMeleeRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_FaceStabCheckMeleeRange(actor)); return 1; } static int lib_pSkimCheckMeleeRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_SkimCheckMeleeRange(actor)); return 1; } static int lib_pCheckMissileRange(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckMissileRange(actor)); return 1; } static int lib_pNewChaseDir(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); P_NewChaseDir(actor); return 0; } static int lib_pLookForPlayers(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t dist = (fixed_t)luaL_optinteger(L, 2, 0); boolean allaround = lua_optboolean(L, 3); boolean tracer = lua_optboolean(L, 4); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_LookForPlayers(actor, allaround, tracer, dist)); return 1; } // P_MOBJ //////////// static int lib_pSpawnMobj(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t z = (fixed_t)luaL_checkinteger(L, 3); mobjtype_t type = luaL_checkinteger(L, 4); NOHUD if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnMobj(x, y, z, type), META_MOBJ); return 1; } static int lib_pRemoveMobj(lua_State *L) { mobj_t *th = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!th) return LUA_ErrInvalid(L, "mobj_t"); if (th->player) return luaL_error(L, "Attempt to remove player mobj with P_RemoveMobj."); P_RemoveMobj(th); return 0; } static int lib_pSpawnMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); mobjtype_t type = luaL_checkinteger(L, 3); NOHUD if (!source || !dest) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnMissile(source, dest, type), META_MOBJ); return 1; } static int lib_pSpawnXYZMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); mobjtype_t type = luaL_checkinteger(L, 3); fixed_t x = (fixed_t)luaL_checkinteger(L, 4); fixed_t y = (fixed_t)luaL_checkinteger(L, 5); fixed_t z = (fixed_t)luaL_checkinteger(L, 6); NOHUD if (!source || !dest) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnXYZMissile(source, dest, type, x, y, z), META_MOBJ); return 1; } static int lib_pSpawnPointMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t xa = (fixed_t)luaL_checkinteger(L, 2); fixed_t ya = (fixed_t)luaL_checkinteger(L, 3); fixed_t za = (fixed_t)luaL_checkinteger(L, 4); mobjtype_t type = luaL_checkinteger(L, 5); fixed_t x = (fixed_t)luaL_checkinteger(L, 6); fixed_t y = (fixed_t)luaL_checkinteger(L, 7); fixed_t z = (fixed_t)luaL_checkinteger(L, 8); NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnPointMissile(source, xa, ya, za, type, x, y, z), META_MOBJ); return 1; } static int lib_pSpawnAlteredDirectionMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobjtype_t type = luaL_checkinteger(L, 2); fixed_t x = (fixed_t)luaL_checkinteger(L, 3); fixed_t y = (fixed_t)luaL_checkinteger(L, 4); fixed_t z = (fixed_t)luaL_checkinteger(L, 5); INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5); NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnAlteredDirectionMissile(source, type, x, y, z, shiftingAngle), META_MOBJ); return 1; } 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 if (!missile) return LUA_ErrInvalid(L, "mobj_t"); if (!source) return LUA_ErrInvalid(L, "player_t"); P_ColorTeamMissile(missile, source); return 0; } static int lib_pSPMAngle(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobjtype_t type = luaL_checkinteger(L, 2); angle_t angle = (angle_t)luaL_checkinteger(L, 3); UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0); UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0); NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SPMAngle(source, type, angle, allowaim, flags2), META_MOBJ); return 1; } static int lib_pSpawnPlayerMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobjtype_t type = luaL_checkinteger(L, 2); UINT32 flags2 = (UINT32)luaL_optinteger(L, 3, 0); NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); LUA_PushUserdata(L, P_SpawnPlayerMissile(source, type, flags2), META_MOBJ); return 1; } static int lib_pMobjFlip(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); lua_pushinteger(L, P_MobjFlip(mobj)); return 1; } static int lib_pWeaponOrPanel(lua_State *L) { mobjtype_t type = luaL_checkinteger(L, 1); //HUDSAFE if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); lua_pushboolean(L, P_WeaponOrPanel(type)); return 1; } static int lib_pFlashPal(lua_State *L) { player_t *pl = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); UINT16 type = (UINT16)luaL_checkinteger(L, 2); UINT16 duration = (UINT16)luaL_checkinteger(L, 3); NOHUD if (!pl) return LUA_ErrInvalid(L, "player_t"); P_FlashPal(pl, type, duration); return 0; } static int lib_pGetClosestAxis(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!source) return LUA_ErrInvalid(L, "mobj_t"); LUA_PushUserdata(L, P_GetClosestAxis(source), META_MOBJ); return 1; } static int lib_pSpawnParaloop(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t z = (fixed_t)luaL_checkinteger(L, 3); fixed_t radius = (fixed_t)luaL_checkinteger(L, 4); INT32 number = (INT32)luaL_checkinteger(L, 5); mobjtype_t type = luaL_checkinteger(L, 6); angle_t rotangle = (angle_t)luaL_checkinteger(L, 7); statenum_t nstate = luaL_optinteger(L, 8, S_NULL); boolean spawncenter = lua_optboolean(L, 9); NOHUD if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); P_SpawnParaloop(x, y, z, radius, number, type, nstate, rotangle, spawncenter); return 0; } 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 if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_BossTargetPlayer(actor, closest)); return 1; } static int lib_pSupermanLook4Players(lua_State *L) { mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_SupermanLook4Players(actor)); return 1; } static int lib_pSetScale(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t newscale = (fixed_t)luaL_checkinteger(L, 2); NOHUD if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (newscale < FRACUNIT/100) newscale = FRACUNIT/100; P_SetScale(mobj, newscale); return 0; } 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 if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_InsideANonSolidFFloor(mobj, rover)); return 1; } static int lib_pCheckDeathPitCollide(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckDeathPitCollide(mo)); return 1; } 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 if (!mo) return LUA_ErrInvalid(L, "mobj_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_CheckSolidLava(mo, rover)); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); lua_pushboolean(L, P_CanRunOnWater(player, rover)); return 1; } // P_USER //////////// static int lib_pGetPlayerHeight(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushinteger(L, P_GetPlayerHeight(player)); return 1; } static int lib_pGetPlayerSpinHeight(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushinteger(L, P_GetPlayerSpinHeight(player)); return 1; } static int lib_pGetPlayerControlDirection(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushinteger(L, P_GetPlayerControlDirection(player)); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_AddPlayerScore(player, amount); return 0; } static int lib_pPlayerInPain(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushboolean(L, P_PlayerInPain(player)); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) inflictor = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_DoPlayerPain(player, source, inflictor); return 0; } static int lib_pResetPlayer(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_ResetPlayer(player); return 0; } static int lib_pIsObjectInGoop(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_IsObjectInGoop(mo)); return 1; } static int lib_pIsObjectOnGround(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_IsObjectOnGround(mo)); return 1; } static int lib_pInSpaceSector(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_InSpaceSector(mo)); return 1; } static int lib_pInQuicksand(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); //HUDSAFE if (!mo) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_InQuicksand(mo)); return 1; } static int lib_pSetObjectMomZ(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t value = (fixed_t)luaL_checkinteger(L, 2); boolean relative = lua_optboolean(L, 3); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_SetObjectMomZ(mo, value, relative); return 0; } static int lib_pRestoreMusic(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_RestoreMusic(player); return 0; } static int lib_pSpawnShieldOrb(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_SpawnShieldOrb(player); return 0; } static int lib_pSpawnGhostMobj(lua_State *L) { mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); LUA_PushUserdata(L, P_SpawnGhostMobj(mobj), META_MOBJ); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_GivePlayerRings(player, num_rings); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_GivePlayerLives(player, numlives); return 0; } static int lib_pResetScore(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_ResetScore(player); return 0; } static int lib_pDoJumpShield(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoJumpShield(player); return 0; } static int lib_pBlackOw(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_BlackOw(player); return 0; } static int lib_pElementalFireTrail(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_ElementalFireTrail(player); return 0; } static int lib_pDoPlayerExit(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoPlayerExit(player); return 0; } static int lib_pInstaThrust(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); angle_t angle = (angle_t)luaL_checkinteger(L, 2); fixed_t move = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_InstaThrust(mo, angle, move); return 0; } static int lib_pReturnThrustX(lua_State *L) { angle_t angle; fixed_t move; if (lua_isnil(L, 1) || lua_isuserdata(L, 1)) lua_remove(L, 1); // ignore mobj as arg1 angle = (angle_t)luaL_checkinteger(L, 1); move = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE lua_pushinteger(L, P_ReturnThrustX(NULL, angle, move)); return 1; } static int lib_pReturnThrustY(lua_State *L) { angle_t angle; fixed_t move; if (lua_isnil(L, 1) || lua_isuserdata(L, 1)) lua_remove(L, 1); // ignore mobj as arg1 angle = (angle_t)luaL_checkinteger(L, 1); move = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE lua_pushinteger(L, P_ReturnThrustY(NULL, angle, move)); return 1; } static int lib_pLookForEnemies(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushboolean(L, P_LookForEnemies(player)); return 1; } static int lib_pNukeEnemies(lua_State *L) { mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); fixed_t radius = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!inflictor || !source) return LUA_ErrInvalid(L, "mobj_t"); P_NukeEnemies(inflictor, source, radius); return 0; } 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 if (!source || !enemy) return LUA_ErrInvalid(L, "mobj_t"); P_HomingAttack(source, enemy); return 0; } static int lib_pSuperReady(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushboolean(L, P_SuperReady(player)); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoJump(player, soundandstate); return 0; } static int lib_pSpawnThokMobj(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_SpawnThokMobj(player); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); if (type > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); P_SpawnSpinMobj(player, type); return 0; } static int lib_pTelekinesis(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); fixed_t thrust = (fixed_t)luaL_checkinteger(L, 2); fixed_t range = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_Telekinesis(player, thrust, range); return 0; } // P_MAP /////////// static int lib_pCheckPosition(lua_State *L) { mobj_t *ptmthing = tmthing; mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!thing) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckPosition(thing, x, y)); LUA_PushUserdata(L, tmthing, META_MOBJ); P_SetTarget(&tmthing, ptmthing); return 2; } static int lib_pTryMove(lua_State *L) { mobj_t *ptmthing = tmthing; mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = (fixed_t)luaL_checkinteger(L, 3); boolean allowdropoff = lua_optboolean(L, 4); NOHUD if (!thing) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_TryMove(thing, x, y, allowdropoff)); LUA_PushUserdata(L, tmthing, META_MOBJ); P_SetTarget(&tmthing, ptmthing); return 2; } static int lib_pMove(lua_State *L) { mobj_t *ptmthing = tmthing; mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t speed = (fixed_t)luaL_checkinteger(L, 2); NOHUD if (!actor) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_Move(actor, speed)); LUA_PushUserdata(L, tmthing, META_MOBJ); P_SetTarget(&tmthing, ptmthing); return 2; } static int lib_pTeleportMove(lua_State *L) { mobj_t *ptmthing = tmthing; mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t z = (fixed_t)luaL_checkinteger(L, 4); NOHUD if (!thing) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_TeleportMove(thing, x, y, z)); LUA_PushUserdata(L, tmthing, META_MOBJ); P_SetTarget(&tmthing, ptmthing); return 2; } static int lib_pSlideMove(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_SlideMove(mo); return 0; } static int lib_pBounceMove(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_BounceMove(mo); return 0; } 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? if (!t1 || !t2) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, P_CheckSight(t1, t2)); return 1; } static int lib_pCheckHoopPosition(lua_State *L) { mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); fixed_t x = (fixed_t)luaL_checkinteger(L, 2); fixed_t y = (fixed_t)luaL_checkinteger(L, 3); fixed_t z = (fixed_t)luaL_checkinteger(L, 4); fixed_t radius = (fixed_t)luaL_checkinteger(L, 5); NOHUD if (!hoopthing) return LUA_ErrInvalid(L, "mobj_t"); P_CheckHoopPosition(hoopthing, x, y, z, radius); return 0; } static int lib_pRadiusAttack(lua_State *L) { mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); fixed_t damagedist = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!spot || !source) return LUA_ErrInvalid(L, "mobj_t"); P_RadiusAttack(spot, source, damagedist); return 0; } static int lib_pFloorzAtPos(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); fixed_t z = (fixed_t)luaL_checkinteger(L, 3); fixed_t height = (fixed_t)luaL_checkinteger(L, 4); //HUDSAFE lua_pushinteger(L, P_FloorzAtPos(x, y, z, height)); return 1; } 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 if (!spring || !object) return LUA_ErrInvalid(L, "mobj_t"); P_DoSpring(spring, object); return 0; } // P_INTER //////////// static int lib_pRemoveShield(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_RemoveShield(player); return 0; } static int lib_pDamageMobj(lua_State *L) { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL; INT32 damage; NOHUD if (!target) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); damage = (INT32)luaL_optinteger(L, 4, 1); lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage)); return 1; } static int lib_pKillMobj(lua_State *L) { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL; NOHUD if (!target) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); P_KillMobj(target, inflictor, source); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); if (num_rings == -1) num_rings = player->health - 1; P_PlayerRingBurst(player, num_rings); return 0; } static int lib_pPlayerWeaponPanelBurst(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerWeaponPanelBurst(player); return 0; } static int lib_pPlayerWeaponAmmoBurst(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerWeaponAmmoBurst(player); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerEmeraldBurst(player, toss); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayerFlagBurst(player, toss); return 0; } static int lib_pPlayRinglossSound(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); player_t *player = NULL; NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayRinglossSound(source); return 0; } static int lib_pPlayDeathSound(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); player_t *player = NULL; NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayDeathSound(source); return 0; } static int lib_pPlayVictorySound(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); player_t *player = NULL; NOHUD if (!source) return LUA_ErrInvalid(L, "mobj_t"); if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) P_PlayVictorySound(source); return 0; } static int lib_pPlayLivesJingle(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_PlayLivesJingle(player); return 0; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); lua_pushboolean(L, P_CanPickupItem(player, weapon)); return 1; } static int lib_pDoNightsScore(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoNightsScore(player); return 0; } // P_SPEC //////////// static int lib_pThrust(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); angle_t angle = (angle_t)luaL_checkinteger(L, 2); fixed_t move = (fixed_t)luaL_checkinteger(L, 3); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_Thrust(mo, angle, move); return 0; } 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 if (!mobj) return LUA_ErrInvalid(L, "mobj_t"); if (mobj->player && state == S_NULL) return luaL_error(L, "Attempt to remove player mobj with S_NULL."); lua_pushboolean(L, P_SetMobjStateNF(mobj, state)); return 1; } 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 if (!player) return LUA_ErrInvalid(L, "player_t"); P_DoSuperTransformation(player, giverings); return 0; } static int lib_pExplodeMissile(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); P_ExplodeMissile(mo); return 0; } static int lib_pPlayerTouchingSectorSpecial(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); INT32 section = (INT32)luaL_checkinteger(L, 2); INT32 number = (INT32)luaL_checkinteger(L, 3); //HUDSAFE if (!player) return LUA_ErrInvalid(L, "player_t"); LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR); return 1; } static int lib_pFindSpecialLineFromTag(lua_State *L) { INT16 special = (INT16)luaL_checkinteger(L, 1); INT16 line = (INT16)luaL_checkinteger(L, 2); INT32 start = (INT32)luaL_optinteger(L, 3, -1); NOHUD lua_pushinteger(L, P_FindSpecialLineFromTag(special, line, start)); return 1; } static int lib_pSwitchWeather(lua_State *L) { INT32 weathernum = (INT32)luaL_checkinteger(L, 1); player_t *user = NULL; NOHUD 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 globalweather = weathernum; if (!user || P_IsLocalPlayer(user)) P_SwitchWeather(weathernum); return 0; } static int lib_pLinedefExecute(lua_State *L) { INT32 tag = (INT16)luaL_checkinteger(L, 1); mobj_t *actor = NULL; sector_t *caller = NULL; NOHUD 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)) caller = *((sector_t **)luaL_checkudata(L, 3, META_SECTOR)); P_LinedefExecute(tag, actor, caller); return 0; } static int lib_pSpawnLightningFlash(lua_State *L) { sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); NOHUD if (!sector) return LUA_ErrInvalid(L, "sector_t"); P_SpawnLightningFlash(sector); return 0; } static int lib_pFadeLight(lua_State *L) { INT16 tag = (INT16)luaL_checkinteger(L, 1); INT32 destvalue = (INT32)luaL_checkinteger(L, 2); INT32 speed = (INT32)luaL_checkinteger(L, 3); NOHUD P_FadeLight(tag, destvalue, speed); return 0; } static int lib_pThingOnSpecial3DFloor(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!mo) return LUA_ErrInvalid(L, "mobj_t"); LUA_PushUserdata(L, P_ThingOnSpecial3DFloor(mo), META_SECTOR); return 1; } static int lib_pIsFlagAtBase(lua_State *L) { mobjtype_t flag = luaL_checkinteger(L, 1); NOHUD if (flag > MT_LASTFREESLOT) return luaL_error(L, "mobjtype_t out of bounds error!"); lua_pushboolean(L, P_IsFlagAtBase(flag)); return 1; } static int lib_pSetupLevelSky(lua_State *L) { INT32 skynum = (INT32)luaL_checkinteger(L, 1); player_t *user = NULL; NOHUD 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 P_SetupLevelSky(skynum, true); else if (P_IsLocalPlayer(user)) P_SetupLevelSky(skynum, false); return 0; } // Shhh, P_SetSkyboxMobj doesn't actually exist yet. static int lib_pSetSkyboxMobj(lua_State *L) { int n = lua_gettop(L); mobj_t *mo = NULL; player_t *user = NULL; int w = 0; NOHUD 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. if (!mo) return LUA_ErrInvalid(L, "mobj_t"); } if (n == 1) ; else if (lua_isuserdata(L, 2)) user = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); else if (lua_isnil(L, 2)) w = 0; else if (lua_isboolean(L, 2)) { if (lua_toboolean(L, 2)) w = 1; else w = 0; } else w = luaL_optinteger(L, 2, 0); if (n > 2 && lua_isuserdata(L, 3)) { user = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!user) return LUA_ErrInvalid(L, "player_t"); } if (w > 1 || w < 0) return luaL_error(L, "skybox mobj index %d is out of range for P_SetSkyboxMobj argument #2 (expected 0 or 1)", w); if (!user || P_IsLocalPlayer(user)) skyboxmo[w] = mo; return 0; } // Shhh, neither does P_StartQuake. static int lib_pStartQuake(lua_State *L) { fixed_t q_intensity = luaL_checkinteger(L, 1); UINT16 q_time = (UINT16)luaL_checkinteger(L, 2); static mappoint_t q_epicenter = {0,0,0}; NOHUD // While technically we don't support epicenter and radius, // we get their values anyway if they exist. // This way when support is added we won't have to change anything. if (!lua_isnoneornil(L, 3)) { luaL_checktype(L, 3, LUA_TTABLE); lua_getfield(L, 3, "x"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_rawgeti(L, 3, 1); } if (!lua_isnil(L, -1)) q_epicenter.x = luaL_checkinteger(L, -1); else q_epicenter.x = 0; lua_pop(L, 1); lua_getfield(L, 3, "y"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_rawgeti(L, 3, 2); } if (!lua_isnil(L, -1)) q_epicenter.y = luaL_checkinteger(L, -1); else q_epicenter.y = 0; lua_pop(L, 1); lua_getfield(L, 3, "z"); if (lua_isnil(L, -1)) { lua_pop(L, 1); lua_rawgeti(L, 3, 3); } if (!lua_isnil(L, -1)) q_epicenter.z = luaL_checkinteger(L, -1); else q_epicenter.z = 0; lua_pop(L, 1); quake.epicenter = &q_epicenter; } else quake.epicenter = NULL; quake.radius = luaL_optinteger(L, 4, 512*FRACUNIT); // These things are actually used in 2.1. quake.intensity = q_intensity; quake.time = q_time; return 0; } 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 if (!sec) return LUA_ErrInvalid(L, "sector_t"); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); EV_CrumbleChain(sec, rover); return 0; } // R_DEFS //////////// static int lib_rPointToAngle(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE lua_pushinteger(L, R_PointToAngle(x, y)); return 1; } static int lib_rPointToAngle2(lua_State *L) { fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1); fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2); fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3); fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4); //HUDSAFE lua_pushinteger(L, R_PointToAngle2(px2, py2, px1, py1)); return 1; } static int lib_rPointToDist(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE lua_pushinteger(L, R_PointToDist(x, y)); return 1; } static int lib_rPointToDist2(lua_State *L) { fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1); fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2); fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3); fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4); //HUDSAFE lua_pushinteger(L, R_PointToDist2(px2, py2, px1, py1)); return 1; } static int lib_rPointInSubsector(lua_State *L) { fixed_t x = (fixed_t)luaL_checkinteger(L, 1); fixed_t y = (fixed_t)luaL_checkinteger(L, 2); //HUDSAFE LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR); return 1; } // R_THINGS //////////// static int lib_rChar2Frame(lua_State *L) { const char *p = luaL_checkstring(L, 1); //HUDSAFE lua_pushinteger(L, R_Char2Frame(*p)); // first character only return 1; } static int lib_rFrame2Char(lua_State *L) { UINT8 ch = (UINT8)luaL_checkinteger(L, 1); char c[2] = ""; //HUDSAFE c[0] = R_Frame2Char(ch); c[1] = 0; lua_pushstring(L, c); lua_pushinteger(L, c[0]); return 2; } // R_SetPlayerSkin technically doesn't exist either, although it's basically just SetPlayerSkin and SetPlayerSkinByNum handled in one place for convenience static int lib_rSetPlayerSkin(lua_State *L) { player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); NOHUD if (!player) return LUA_ErrInvalid(L, "player_t"); if (lua_isnoneornil(L, 2)) return luaL_error(L, "argument #2 not given (expected number or string)"); else if (lua_type(L, 2) == LUA_TNUMBER) // skin number { INT32 i = luaL_checkinteger(L, 2); if (i < 0 || i >= MAXSKINS) return luaL_error(L, "argument #2 cannot exceed MAXSKINS"); SetPlayerSkinByNum(player-players, i); } else // skin name { const char *skinname = luaL_checkstring(L, 2); SetPlayerSkin(player-players, skinname); } return 0; } // S_SOUND //////////// static int lib_sStartSound(lua_State *L) { const void *origin = NULL; sfxenum_t sound_id = luaL_checkinteger(L, 2); player_t *player = NULL; NOHUD if (!lua_isnil(L, 1)) { origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); if (!origin) return LUA_ErrInvalid(L, "mobj_t"); } if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_StartSound(origin, sound_id); return 0; } static int lib_sStartSoundAtVolume(lua_State *L) { const void *origin = NULL; sfxenum_t sound_id = luaL_checkinteger(L, 2); INT32 volume = (INT32)luaL_checkinteger(L, 3); player_t *player = NULL; NOHUD if (!lua_isnil(L, 1)) { origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); if (!origin) return LUA_ErrInvalid(L, "mobj_t"); } if (!lua_isnone(L, 4) && lua_isuserdata(L, 4)) { player = *((player_t **)luaL_checkudata(L, 4, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_StartSoundAtVolume(origin, sound_id, volume); return 0; } static int lib_sStopSound(lua_State *L) { void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!origin) return LUA_ErrInvalid(L, "mobj_t"); S_StopSound(origin); return 0; } static int lib_sChangeMusic(lua_State *L) { UINT32 music_num = (UINT32)luaL_checkinteger(L, 1); boolean looping = (boolean)lua_opttrueboolean(L, 2); player_t *player = NULL; NOHUD if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) { player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_ChangeMusic(music_num, looping); return 0; } static int lib_sSpeedMusic(lua_State *L) { fixed_t fixedspeed = (fixed_t)luaL_checkinteger(L, 1); float speed = FIXED_TO_FLOAT(fixedspeed); player_t *player = NULL; NOHUD if (!lua_isnone(L, 2) && lua_isuserdata(L, 2)) { player = *((player_t **)luaL_checkudata(L, 2, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) lua_pushboolean(L, S_SpeedMusic(speed)); else lua_pushboolean(L, false); return 1; } static int lib_sStopMusic(lua_State *L) { player_t *player = NULL; NOHUD if (!lua_isnone(L, 1) && lua_isuserdata(L, 1)) { player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); if (!player) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) S_StopMusic(); return 0; } static int lib_sOriginPlaying(lua_State *L) { void *origin = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); NOHUD if (!origin) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, S_OriginPlaying(origin)); return 1; } static int lib_sIdPlaying(lua_State *L) { sfxenum_t id = luaL_checkinteger(L, 1); NOHUD lua_pushboolean(L, S_IdPlaying(id)); return 1; } 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 if (!origin) return LUA_ErrInvalid(L, "mobj_t"); lua_pushboolean(L, S_SoundPlaying(origin, id)); return 1; } // G_GAME //////////// static int lib_gBuildMapName(lua_State *L) { INT32 map = luaL_optinteger(L, 1, gamemap); //HUDSAFE lua_pushstring(L, G_BuildMapName(map)); return 1; } static int lib_gDoReborn(lua_State *L) { INT32 playernum = luaL_checkinteger(L, 1); NOHUD if (playernum >= MAXPLAYERS) return luaL_error(L, "playernum out of bounds error!"); G_DoReborn(playernum); return 0; } static int lib_gExitLevel(lua_State *L) { int n = lua_gettop(L); // Num arguments NOHUD // LUA EXTENSION: Custom exit like support // Supported: // G_ExitLevel(); [no modifications] // G_ExitLevel(int) [nextmap override only] // G_ExitLevel(bool) [skipstats only] // G_ExitLevel(int, bool) [both of the above] if (n >= 1) { if (lua_isnumber(L, 1) || n >= 2) { nextmapoverride = (INT16)luaL_checknumber(L, 1); lua_pop(L, 1); // pop nextmapoverride; skipstats now 1 if available } skipstats = lua_optboolean(L, 1); } // --- G_ExitLevel(); return 0; } static int lib_gIsSpecialStage(lua_State *L) { INT32 mapnum = luaL_optinteger(L, 1, gamemap); //HUDSAFE lua_pushboolean(L, G_IsSpecialStage(mapnum)); return 1; } static int lib_gGametypeUsesLives(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_GametypeUsesLives()); return 1; } static int lib_gGametypeHasTeams(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_GametypeHasTeams()); return 1; } static int lib_gGametypeHasSpectators(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_GametypeHasSpectators()); return 1; } static int lib_gRingSlingerGametype(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_RingSlingerGametype()); return 1; } static int lib_gPlatformGametype(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_PlatformGametype()); return 1; } static int lib_gTagGametype(lua_State *L) { //HUDSAFE lua_pushboolean(L, G_TagGametype()); return 1; } static int lib_gTicsToHours(lua_State *L) { tic_t rtic = luaL_checkinteger(L, 1); //HUDSAFE lua_pushinteger(L, G_TicsToHours(rtic)); return 1; } static int lib_gTicsToMinutes(lua_State *L) { tic_t rtic = luaL_checkinteger(L, 1); boolean rfull = lua_optboolean(L, 2); //HUDSAFE lua_pushinteger(L, G_TicsToMinutes(rtic, rfull)); return 1; } static int lib_gTicsToSeconds(lua_State *L) { tic_t rtic = luaL_checkinteger(L, 1); //HUDSAFE lua_pushinteger(L, G_TicsToSeconds(rtic)); return 1; } static int lib_gTicsToCentiseconds(lua_State *L) { tic_t rtic = luaL_checkinteger(L, 1); //HUDSAFE lua_pushinteger(L, G_TicsToCentiseconds(rtic)); return 1; } static int lib_gTicsToMilliseconds(lua_State *L) { tic_t rtic = luaL_checkinteger(L, 1); //HUDSAFE lua_pushinteger(L, G_TicsToMilliseconds(rtic)); return 1; } static luaL_Reg lib[] = { {"print", lib_print}, // m_random {"P_Random",lib_pRandom}, {"P_SignedRandom",lib_pSignedRandom}, {"P_RandomKey",lib_pRandomKey}, {"P_RandomRange",lib_pRandomRange}, // p_maputil {"P_AproxDistance",lib_pAproxDistance}, {"P_ClosestPointOnLine",lib_pClosestPointOnLine}, // p_enemy {"P_CheckMeleeRange", lib_pCheckMeleeRange}, {"P_JetbCheckMeleeRange", lib_pJetbCheckMeleeRange}, {"P_FaceStabCheckMeleeRange", lib_pFaceStabCheckMeleeRange}, {"P_SkimCheckMeleeRange", lib_pSkimCheckMeleeRange}, {"P_CheckMissileRange", lib_pCheckMissileRange}, {"P_NewChaseDir", lib_pNewChaseDir}, {"P_LookForPlayers", lib_pLookForPlayers}, // p_mobj // don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead. {"P_SpawnMobj",lib_pSpawnMobj}, {"P_RemoveMobj",lib_pRemoveMobj}, {"P_SpawnMissile",lib_pSpawnMissile}, {"P_SpawnXYZMissile",lib_pSpawnXYZMissile}, {"P_SpawnPointMissile",lib_pSpawnPointMissile}, {"P_SpawnAlteredDirectionMissile",lib_pSpawnAlteredDirectionMissile}, {"P_ColorTeamMissile",lib_pColorTeamMissile}, {"P_SPMAngle",lib_pSPMAngle}, {"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile}, {"P_MobjFlip",lib_pMobjFlip}, {"P_WeaponOrPanel",lib_pWeaponOrPanel}, {"P_FlashPal",lib_pFlashPal}, {"P_GetClosestAxis",lib_pGetClosestAxis}, {"P_SpawnParaloop",lib_pSpawnParaloop}, {"P_BossTargetPlayer",lib_pBossTargetPlayer}, {"P_SupermanLook4Players",lib_pSupermanLook4Players}, {"P_SetScale",lib_pSetScale}, {"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor}, {"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide}, {"P_CheckSolidLava",lib_pCheckSolidLava}, {"P_CanRunOnWater",lib_pCanRunOnWater}, // p_user {"P_GetPlayerHeight",lib_pGetPlayerHeight}, {"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight}, {"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection}, {"P_AddPlayerScore",lib_pAddPlayerScore}, {"P_PlayerInPain",lib_pPlayerInPain}, {"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_ResetPlayer",lib_pResetPlayer}, {"P_IsObjectInGoop",lib_pIsObjectInGoop}, {"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_InSpaceSector",lib_pInSpaceSector}, {"P_InQuicksand",lib_pInQuicksand}, {"P_SetObjectMomZ",lib_pSetObjectMomZ}, {"P_RestoreMusic",lib_pRestoreMusic}, {"P_SpawnShieldOrb",lib_pSpawnShieldOrb}, {"P_SpawnGhostMobj",lib_pSpawnGhostMobj}, {"P_GivePlayerRings",lib_pGivePlayerRings}, {"P_GivePlayerLives",lib_pGivePlayerLives}, {"P_ResetScore",lib_pResetScore}, {"P_DoJumpShield",lib_pDoJumpShield}, {"P_BlackOw",lib_pBlackOw}, {"P_ElementalFireTrail",lib_pElementalFireTrail}, {"P_DoPlayerExit",lib_pDoPlayerExit}, {"P_InstaThrust",lib_pInstaThrust}, {"P_ReturnThrustX",lib_pReturnThrustX}, {"P_ReturnThrustY",lib_pReturnThrustY}, {"P_LookForEnemies",lib_pLookForEnemies}, {"P_NukeEnemies",lib_pNukeEnemies}, {"P_HomingAttack",lib_pHomingAttack}, {"P_SuperReady",lib_pSuperReady}, {"P_DoJump",lib_pDoJump}, {"P_SpawnThokMobj",lib_pSpawnThokMobj}, {"P_SpawnSpinMobj",lib_pSpawnSpinMobj}, {"P_Telekinesis",lib_pTelekinesis}, // p_map {"P_CheckPosition",lib_pCheckPosition}, {"P_TryMove",lib_pTryMove}, {"P_Move",lib_pMove}, {"P_TeleportMove",lib_pTeleportMove}, {"P_SlideMove",lib_pSlideMove}, {"P_BounceMove",lib_pBounceMove}, {"P_CheckSight", lib_pCheckSight}, {"P_CheckHoopPosition",lib_pCheckHoopPosition}, {"P_RadiusAttack",lib_pRadiusAttack}, {"P_FloorzAtPos",lib_pFloorzAtPos}, {"P_DoSpring",lib_pDoSpring}, // p_inter {"P_RemoveShield",lib_pRemoveShield}, {"P_DamageMobj",lib_pDamageMobj}, {"P_KillMobj",lib_pKillMobj}, {"P_PlayerRingBurst",lib_pPlayerRingBurst}, {"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst}, {"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst}, {"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst}, {"P_PlayerFlagBurst",lib_pPlayerFlagBurst}, {"P_PlayRinglossSound",lib_pPlayRinglossSound}, {"P_PlayDeathSound",lib_pPlayDeathSound}, {"P_PlayVictorySound",lib_pPlayVictorySound}, {"P_PlayLivesJingle",lib_pPlayLivesJingle}, {"P_CanPickupItem",lib_pCanPickupItem}, {"P_DoNightsScore",lib_pDoNightsScore}, // p_spec {"P_Thrust",lib_pThrust}, {"P_SetMobjStateNF",lib_pSetMobjStateNF}, {"P_DoSuperTransformation",lib_pDoSuperTransformation}, {"P_ExplodeMissile",lib_pExplodeMissile}, {"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial}, {"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag}, {"P_SwitchWeather",lib_pSwitchWeather}, {"P_LinedefExecute",lib_pLinedefExecute}, {"P_SpawnLightningFlash",lib_pSpawnLightningFlash}, {"P_FadeLight",lib_pFadeLight}, {"P_ThingOnSpecial3DFloor",lib_pThingOnSpecial3DFloor}, {"P_IsFlagAtBase",lib_pIsFlagAtBase}, {"P_SetupLevelSky",lib_pSetupLevelSky}, {"P_SetSkyboxMobj",lib_pSetSkyboxMobj}, {"P_StartQuake",lib_pStartQuake}, {"EV_CrumbleChain",lib_evCrumbleChain}, // r_defs {"R_PointToAngle",lib_rPointToAngle}, {"R_PointToAngle2",lib_rPointToAngle2}, {"R_PointToDist",lib_rPointToDist}, {"R_PointToDist2",lib_rPointToDist2}, {"R_PointInSubsector",lib_rPointInSubsector}, // r_things (sprite) {"R_Char2Frame",lib_rChar2Frame}, {"R_Frame2Char",lib_rFrame2Char}, {"R_SetPlayerSkin",lib_rSetPlayerSkin}, // s_sound {"S_StartSound",lib_sStartSound}, {"S_StartSoundAtVolume",lib_sStartSoundAtVolume}, {"S_StopSound",lib_sStopSound}, {"S_ChangeMusic",lib_sChangeMusic}, {"S_SpeedMusic",lib_sSpeedMusic}, {"S_StopMusic",lib_sStopMusic}, {"S_OriginPlaying",lib_sOriginPlaying}, {"S_IdPlaying",lib_sIdPlaying}, {"S_SoundPlaying",lib_sSoundPlaying}, // g_game {"G_BuildMapName",lib_gBuildMapName}, {"G_DoReborn",lib_gDoReborn}, {"G_ExitLevel",lib_gExitLevel}, {"G_IsSpecialStage",lib_gIsSpecialStage}, {"G_GametypeUsesLives",lib_gGametypeUsesLives}, {"G_GametypeHasTeams",lib_gGametypeHasTeams}, {"G_GametypeHasSpectators",lib_gGametypeHasSpectators}, {"G_RingSlingerGametype",lib_gRingSlingerGametype}, {"G_PlatformGametype",lib_gPlatformGametype}, {"G_TagGametype",lib_gTagGametype}, {"G_TicsToHours",lib_gTicsToHours}, {"G_TicsToMinutes",lib_gTicsToMinutes}, {"G_TicsToSeconds",lib_gTicsToSeconds}, {"G_TicsToCentiseconds",lib_gTicsToCentiseconds}, {"G_TicsToMilliseconds",lib_gTicsToMilliseconds}, {NULL, NULL} }; int LUA_BaseLib(lua_State *L) { // Set metatable for string lua_pushliteral(L, ""); // dummy string lua_getmetatable(L, -1); // get string metatable lua_pushcfunction(L,lib_concat); // push concatination function lua_setfield(L,-2,"__add"); // ... store it as mathematical addition lua_pop(L, 2); // pop metatable and dummy string lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); // Set global functions lua_pushvalue(L, LUA_GLOBALSINDEX); luaL_register(L, NULL, lib); return 0; } #endif