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lua_script.h

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  • Forked from Jan-Jaap Korpershoek / SRB2
    21 commits behind, 612 commits ahead of the upstream repository.
    lua_script.h 3.17 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 2012-2016 by John "JTE" Muniz.
    // Copyright (C) 2012-2019 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_script.h
    /// \brief Lua scripting basics
    
    #ifdef HAVE_BLUA
    
    #include "m_fixed.h"
    #include "doomtype.h"
    #include "d_player.h"
    #include "g_state.h"
    
    #include "blua/lua.h"
    #include "blua/lualib.h"
    #include "blua/lauxlib.h"
    
    #define lua_optboolean(L, i) (!lua_isnoneornil(L, i) && lua_toboolean(L, i))
    #define lua_opttrueboolean(L, i) (lua_isnoneornil(L, i) || lua_toboolean(L, i))
    
    // fixed_t casting
    // TODO add some distinction between fixed numbers and integer numbers
    // for at least the purpose of printing and maybe math.
    #define luaL_checkfixed(L, i) luaL_checkinteger(L, i)
    #define lua_pushfixed(L, f) lua_pushinteger(L, f)
    
    // angle_t casting
    // TODO deal with signedness
    #define luaL_checkangle(L, i) ((angle_t)luaL_checkinteger(L, i))
    #define lua_pushangle(L, a) lua_pushinteger(L, a)
    
    #ifdef _DEBUG
    void LUA_ClearExtVars(void);
    #endif
    
    extern boolean lua_lumploading; // is LUA_LoadLump being called?
    
    void LUA_LoadLump(UINT16 wad, UINT16 lump);
    #ifdef LUA_ALLOW_BYTECODE
    void LUA_DumpFile(const char *filename);
    #endif
    fixed_t LUA_EvalMath(const char *word);
    void LUA_PushUserdata(lua_State *L, void *data, const char *meta);
    void LUA_InvalidateUserdata(void *data);
    void LUA_InvalidateLevel(void);
    void LUA_InvalidateMapthings(void);
    void LUA_InvalidatePlayer(player_t *player);
    void LUA_Step(void);
    void LUA_Archive(void);
    void LUA_UnArchive(void);
    int LUA_PushGlobals(lua_State *L, const char *word);
    int LUA_CheckGlobals(lua_State *L, const char *word);
    void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c
    void LUA_CVarChanged(const char *name); // lua_consolelib.c
    int Lua_optoption(lua_State *L, int narg,
    	const char *def, const char *const lst[]);
    void LUAh_NetArchiveHook(lua_CFunction archFunc);
    
    // Console wrapper
    void COM_Lua_f(void);
    
    #define LUA_Call(L,a)\
    {\
    	if (lua_pcall(L, a, 0, 0)) {\
    		CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(L,-1));\
    		lua_pop(L, 1);\
    	}\
    }
    
    #define LUA_ErrInvalid(L, type) luaL_error(L, "accessed " type " doesn't exist anymore, please check 'valid' before using " type ".");
    
    // Deprecation warnings
    // Shows once upon use. Then doesn't show again.
    #define LUA_Deprecated(L,this_func,use_instead)\
    {\
    	static UINT8 seen = 0;\
    	if (!seen) {\
    		seen = 1;\
    		CONS_Alert(CONS_WARNING,"\"%s\" is deprecated and will be removed.\nUse \"%s\" instead.\n", this_func, use_instead);\
    	}\
    }
    
    // Warnings about incorrect function usage.
    // Shows once, then never again, like deprecation
    #define LUA_UsageWarning(L, warningmsg)\
    {\
    	static UINT8 seen = 0;\
    	if (!seen) {\
    		seen = 1;\
    		CONS_Alert(CONS_WARNING,"%s\n", warningmsg);\
    	}\
    }
    
    // uncomment if you want seg_t/node_t in Lua
    // #define HAVE_LUA_SEGS
    
    #define INLEVEL if (gamestate != GS_LEVEL && !titlemapinaction)\
    return luaL_error(L, "This can only be used in a level!");
    
    #endif