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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2014-2016 by John "JTE" Muniz.
//
// 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_skinlib.c
/// \brief player skin structure library for Lua scripting
#include "doomdef.h"
#include "fastcmp.h"
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#include "r_skins.h"
#include "lua_script.h"
#include "lua_libs.h"
enum skin {
skin_valid = 0,
skin_name,
skin_spritedef,
skin_wadnum,
skin_flags,
skin_realname,
skin_hudname,
skin_ability,
skin_ability2,
skin_thokitem,
skin_spinitem,
skin_revitem,
skin_followitem,
skin_actionspd,
skin_mindash,
skin_maxdash,
skin_normalspeed,
skin_runspeed,
skin_thrustfactor,
skin_accelstart,
skin_acceleration,
skin_jumpfactor,
skin_radius,
skin_height,
skin_spinheight,
skin_shieldscale,
skin_camerascale,
skin_supercolor,

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skin_contspeed,
skin_contangle,

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skin_soundsid,
};
static const char *const skin_opt[] = {
"valid",
"name",
"spritedef",
"wadnum",
"flags",
"realname",
"hudname",
"ability",
"ability2",
"thokitem",
"spinitem",
"revitem",
"followitem",
"actionspd",
"mindash",
"maxdash",
"normalspeed",
"runspeed",
"thrustfactor",
"accelstart",
"acceleration",
"jumpfactor",
"radius",
"height",
"spinheight",
"shieldscale",
"camerascale",
"supercolor",

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"contspeed",
"contangle",

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"availability",
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NULL};
#define UNIMPLEMENTED luaL_error(L, LUA_QL("skin_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", skin_opt[field])
static int skin_get(lua_State *L)
{
skin_t *skin = *((skin_t **)luaL_checkudata(L, 1, META_SKIN));
enum skin field = luaL_checkoption(L, 2, NULL, skin_opt);
// skins are always valid, only added, never removed
I_Assert(skin != NULL);
switch (field)
{
case skin_valid:
lua_pushboolean(L, skin != NULL);
break;
case skin_name:
lua_pushstring(L, skin->name);
break;
case skin_spritedef:
return UNIMPLEMENTED;
case skin_wadnum:
// !!WARNING!! May differ between clients due to music wads, therefore NOT NETWORK SAFE
return UNIMPLEMENTED;
case skin_flags:
lua_pushinteger(L, skin->flags);
break;
case skin_realname:
lua_pushstring(L, skin->realname);
break;
case skin_hudname:
lua_pushstring(L, skin->hudname);
break;
case skin_ability:
lua_pushinteger(L, skin->ability);
break;
case skin_ability2:
lua_pushinteger(L, skin->ability2);
break;
case skin_thokitem:
lua_pushinteger(L, skin->thokitem);
break;
case skin_spinitem:
lua_pushinteger(L, skin->spinitem);
break;
case skin_revitem:
lua_pushinteger(L, skin->revitem);
break;
case skin_followitem:
lua_pushinteger(L, skin->followitem);
break;
lua_pushfixed(L, skin->actionspd);
lua_pushfixed(L, skin->mindash);
lua_pushfixed(L, skin->maxdash);
lua_pushfixed(L, skin->normalspeed);
lua_pushfixed(L, skin->runspeed);
break;
case skin_thrustfactor:
lua_pushinteger(L, skin->thrustfactor);
break;
case skin_accelstart:
lua_pushinteger(L, skin->accelstart);
break;
case skin_acceleration:
lua_pushinteger(L, skin->acceleration);
break;
case skin_jumpfactor:
lua_pushfixed(L, skin->jumpfactor);
case skin_radius:
lua_pushfixed(L, skin->radius);
break;
case skin_height:
lua_pushfixed(L, skin->height);
break;
case skin_spinheight:
lua_pushfixed(L, skin->spinheight);
break;
case skin_shieldscale:
lua_pushfixed(L, skin->shieldscale);
break;
case skin_camerascale:
lua_pushfixed(L, skin->camerascale);
break;
case skin_starttranscolor:
lua_pushinteger(L, skin->starttranscolor);
break;
case skin_prefcolor:
lua_pushinteger(L, skin->prefcolor);
break;
case skin_supercolor:
lua_pushinteger(L, skin->supercolor);
break;
case skin_prefoppositecolor:
lua_pushinteger(L, skin->prefoppositecolor);
break;
case skin_highresscale:
lua_pushinteger(L, skin->highresscale);
break;

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case skin_contspeed:
lua_pushinteger(L, skin->contspeed);
break;
case skin_contangle:
lua_pushinteger(L, skin->contangle);
break;
LUA_PushUserdata(L, skin->soundsid, META_SOUNDSID);
break;

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case skin_availability:
lua_pushinteger(L, skin->availability);
break;
LUA_PushLightUserdata(L, skin->sprites, META_SKINSPRITES);
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}
return 1;
}
static int skin_set(lua_State *L)
{
return luaL_error(L, LUA_QL("skin_t") " struct cannot be edited by Lua.");
}
static int skin_num(lua_State *L)
{
skin_t *skin = *((skin_t **)luaL_checkudata(L, 1, META_SKIN));
// skins are always valid, only added, never removed
I_Assert(skin != NULL);
lua_pushinteger(L, skin-skins);
return 1;
}
static int lib_iterateSkins(lua_State *L)
{
INT32 i;
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call skins.iterate() directly, use it as 'for skin in skins.iterate do <block> end'.");
lua_pushcfunction(L, lib_iterateSkins);
return 1;
}
lua_settop(L, 2);
lua_remove(L, 1); // state is unused.
if (!lua_isnil(L, 1))
i = (INT32)(*((skin_t **)luaL_checkudata(L, 1, META_SKIN)) - skins) + 1;
else
i = 0;
// skins are always valid, only added, never removed
if (i < numskins)
{
LUA_PushUserdata(L, &skins[i], META_SKIN);
return 1;
}
return 0;
}
static int lib_getSkin(lua_State *L)
{
const char *field;
INT32 i;
// find skin by number
if (lua_type(L, 2) == LUA_TNUMBER)
{
i = luaL_checkinteger(L, 2);
if (i < 0 || i >= MAXSKINS)
return luaL_error(L, "skins[] index %d out of range (0 - %d)", i, MAXSKINS-1);
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if (i >= numskins)
return 0;
LUA_PushUserdata(L, &skins[i], META_SKIN);
return 1;
}
field = luaL_checkstring(L, 2);
// special function iterate
if (fastcmp(field,"iterate"))
{
lua_pushcfunction(L, lib_iterateSkins);
return 1;
}
// find skin by name
for (i = 0; i < numskins; i++)
if (fastcmp(skins[i].name, field))
{
LUA_PushUserdata(L, &skins[i], META_SKIN);
return 1;
}
return 0;
}
static int lib_numSkins(lua_State *L)
{
lua_pushinteger(L, numskins);
return 1;
}
// soundsid, i -> soundsid[i]
static int soundsid_get(lua_State *L)
{
sfxenum_t *soundsid = *((sfxenum_t **)luaL_checkudata(L, 1, META_SOUNDSID));
skinsound_t i = luaL_checkinteger(L, 2);
if (i >= NUMSKINSOUNDS)
return luaL_error(L, LUA_QL("skinsound_t") " cannot be %u", i);
lua_pushinteger(L, soundsid[i]);
return 1;
}
// #soundsid -> NUMSKINSOUNDS
static int soundsid_num(lua_State *L)
{
lua_pushinteger(L, NUMSKINSOUNDS);
return 1;
}
enum spritesopt {
numframes = 0
};
static const char *const sprites_opt[] = {
"numframes",
NULL};
// skin.sprites[i] -> sprites[i]
static int lib_getSkinSprite(lua_State *L)
{
spritedef_t *sprites = (spritedef_t *)luaL_checkudata(L, 1, META_SKINSPRITES);
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playersprite_t i = luaL_checkinteger(L, 2);
if (i < 0 || i >= NUMPLAYERSPRITES*2)
return luaL_error(L, "skin.sprites[] index %d out of range (0 - %d)", i, (NUMPLAYERSPRITES*2)-1);
LUA_PushLightUserdata(L, &sprites[i], META_SKINSPRITESLIST);
return 1;
}
// #skin.sprites -> NUMPLAYERSPRITES*2
static int lib_numSkinsSprites(lua_State *L)
{
lua_pushinteger(L, NUMPLAYERSPRITES*2);
return 1;
}
static int sprite_get(lua_State *L)
{
spritedef_t *sprite = (spritedef_t *)luaL_checkudata(L, 1, META_SKINSPRITESLIST);
enum spritesopt field = luaL_checkoption(L, 2, NULL, sprites_opt);
switch (field)
{
case numframes:
lua_pushinteger(L, sprite->numframes);
break;
}
return 1;
}
int LUA_SkinLib(lua_State *L)
{
luaL_newmetatable(L, META_SKIN);
lua_pushcfunction(L, skin_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, skin_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, skin_num);
lua_setfield(L, -2, "__len");
lua_pop(L,1);
luaL_newmetatable(L, META_SOUNDSID);
lua_pushcfunction(L, soundsid_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, soundsid_num);
lua_setfield(L, -2, "__len");
lua_pop(L,1);
luaL_newmetatable(L, META_SKINSPRITES);
lua_pushcfunction(L, lib_getSkinSprite);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_numSkinsSprites);
lua_setfield(L, -2, "__len");
lua_pop(L,1);
luaL_newmetatable(L, META_SKINSPRITESLIST);
lua_pushcfunction(L, sprite_get);
lua_setfield(L, -2, "__index");
lua_pop(L,1);
lua_newuserdata(L, 0);
lua_createtable(L, 0, 2);
lua_pushcfunction(L, lib_getSkin);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_numSkins);
lua_setfield(L, -2, "__len");
lua_setmetatable(L, -2);
lua_setglobal(L, "skins");
return 0;
}