Skip to content
Snippets Groups Projects
Select Git revision
  • ca10b38b9c587c0379bbba29185e7838d16b65a5
  • next default protected
  • next-test
  • classic-netcode-fixes
  • fix-dedi-pthread
  • fix-enemy-target
  • master protected
  • better-distance-math
  • movie
  • softcode-info
  • acs
  • clipmidtex
  • custom-map-names
  • nogravity-trampolines
  • 2214-pre4
  • 2214-pre3
  • just-in-case
  • fix-opengl-parameter-crash
  • 2214-pre2
  • 2214-pre1
  • delfile2
  • SRB2_release_2.2.15
  • SRB2_release_2.2.13
  • SRB2_release_2.2.12
  • SRB2_release_2.2.11
  • SRB2_release_2.2.10
  • SRB2_release_2.2.9
  • SRB2_release_2.2.8
  • SRB2_release_2.2.7
  • SRB2_release_2.2.6
  • SRB2_release_2.2.5
  • SRB2_release_2.2.4
  • SRB2_release_2.2.3
  • SRB2_release_2.2.2
  • SRB2_release_2.2.1
  • SRB2_release_2.2.0
  • SRB2_release_2.1.25
  • SRB2_release_2.1.24
  • SRB2_release_2.1.23
  • SRB2_release_2.1.22
  • SRB2_release_2.1.21
41 results

i_net.h

Blame
  • lua_script.h 3.97 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 2012-2016 by John "JTE" Muniz.
    // Copyright (C) 2012-2021 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
    
    #ifndef LUA_SCRIPT_H
    #define LUA_SCRIPT_H
    
    #include "m_fixed.h"
    #include "doomtype.h"
    #include "d_player.h"
    #include "g_state.h"
    #include "taglist.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 INT32 lua_lumploading; // is LUA_LoadLump being called?
    
    int LUA_GetErrorMessage(lua_State *L);
    int LUA_Call(lua_State *L, int nargs, int nresults, int errorhandlerindex);
    boolean LUA_LoadLump(UINT16 wad, UINT16 lump);
    void LUA_DoLump(UINT16 wad, UINT16 lump, boolean noresults);
    #ifdef LUA_ALLOW_BYTECODE
    void LUA_DumpFile(const char *filename);
    #endif
    fixed_t LUA_EvalMath(const char *word);
    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(void *cvar); // lua_consolelib.c
    int Lua_optoption(lua_State *L, int narg,
    	const char *def, const char *const lst[]);
    void LUA_HookNetArchive(lua_CFunction archFunc);
    
    void LUA_PushTaggableObjectArray
    (		lua_State *L,
    		const char *field,
    		lua_CFunction iterator,
    		lua_CFunction indexer,
    		lua_CFunction counter,
    		taggroup_t *garray[],
    		size_t * max_elements,
    		void * element_array,
    		size_t sizeof_element,
    		const char *meta);
    
    void LUA_InsertTaggroupIterator
    (		lua_State *L,
    		taggroup_t *garray[],
    		size_t * max_elements,
    		void * element_array,
    		size_t sizeof_element,
    		const char * meta);
    
    typedef enum {
    	LPUSHED_NIL,
    	LPUSHED_NEW,
    	LPUSHED_EXISTING,
    } lpushed_t;
    
    void LUA_PushUserdata(lua_State *L, void *data, const char *meta);
    lpushed_t LUA_RawPushUserdata(lua_State *L, void *data);
    
    void LUA_InvalidateUserdata(void *data);
    
    void LUA_InvalidateLevel(void);
    void LUA_InvalidateMapthings(void);
    void LUA_InvalidatePlayer(player_t *player);
    
    // Console wrapper
    void COM_Lua_f(void);
    
    #define LUA_ErrInvalid(L, type) luaL_error(L, "accessed " type " doesn't exist anymore, please check 'valid' before using " type ".");
    
    #define LUA_ErrSetDirectly(L, type, field) luaL_error(L, type " field " LUA_QL(field) " cannot be set directly.")
    
    // 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 ISINLEVEL \
    	(gamestate == GS_LEVEL || titlemapinaction)
    
    #define INLEVEL if (! ISINLEVEL)\
    return luaL_error(L, "This can only be used in a level!");
    
    #endif/*LUA_SCRIPT_H*/