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lua_script.c

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  • Forked from STJr / SRB2
    14087 commits behind the upstream repository.
    lua_script.c 25.39 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 2012-2016 by John "JTE" Muniz.
    // Copyright (C) 2012-2016 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.c
    /// \brief Lua scripting basics
    
    #include "doomdef.h"
    #ifdef HAVE_BLUA
    #include "fastcmp.h"
    #include "dehacked.h"
    #include "z_zone.h"
    #include "w_wad.h"
    #include "p_setup.h"
    #include "r_state.h"
    #include "g_game.h"
    #include "byteptr.h"
    #include "p_saveg.h"
    #include "p_local.h"
    #ifdef LUA_ALLOW_BYTECODE
    #include "d_netfil.h" // for LUA_DumpFile
    #endif
    
    #include "lua_script.h"
    #include "lua_libs.h"
    #include "lua_hook.h"
    
    #include "doomstat.h"
    
    lua_State *gL = NULL;
    
    // List of internal libraries to load from SRB2
    static lua_CFunction liblist[] = {
    	LUA_EnumLib, // global metatable for enums
    	LUA_SOCLib, // A_Action functions, freeslot
    	LUA_BaseLib, // string concatination by +, CONS_Printf, p_local.h stuff (P_InstaThrust, P_Move), etc.
    	LUA_MathLib, // fixed_t and angle_t math functions
    	LUA_HookLib, // hookAdd and hook-calling functions
    	LUA_ConsoleLib, // console command/variable functions and structs
    	LUA_InfoLib, // info.h stuff: mobjinfo_t, mobjinfo[], state_t, states[]
    	LUA_MobjLib, // mobj_t, mapthing_t
    	LUA_PlayerLib, // player_t
    	LUA_SkinLib, // skin_t, skins[]
    	LUA_ThinkerLib, // thinker_t
    	LUA_MapLib, // line_t, side_t, sector_t, subsector_t
    	LUA_BlockmapLib, // blockmap stuff
    	LUA_HudLib, // HUD stuff
    	NULL
    };
    
    // Lua asks for memory using this.
    static void *LUA_Alloc(void *ud, void *ptr, size_t osize, size_t nsize)
    {
    	(void)ud;
    	if (nsize == 0) {
    		if (osize != 0)
    			Z_Free(ptr);
    		return NULL;
    	} else
    		return Z_Realloc(ptr, nsize, PU_LUA, NULL);
    }
    
    // Panic function Lua calls when there's an unprotected error.
    // This function cannot return. Lua would kill the application anyway if it did.
    FUNCNORETURN static int LUA_Panic(lua_State *L)
    {
    	CONS_Alert(CONS_ERROR,"LUA PANIC! %s\n",lua_tostring(L,-1));
    	I_Error("An unfortunate Lua processing error occurred in the exe itself. This is not a scripting error on your part.");
    #ifndef __GNUC__
    	return -1;
    #endif
    }
    
    // This function decides which global variables you are allowed to set.
    static int noglobals(lua_State *L)
    {
    	const char *csname;
    	char *name;
    
    	lua_remove(L, 1); // we're not gonna be using _G
    	csname = lua_tostring(L, 1);
    
    	// make an uppercase copy of the name
    	name = Z_StrDup(csname);
    	strupr(name);
    
    	if (fastncmp(name, "A_", 2) && lua_isfunction(L, 2))
    	{
    		// Accept new A_Action functions
    		// Add the action to Lua actions refrence table
    		lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
    		lua_pushstring(L, name); // "A_ACTION"
    		lua_pushvalue(L, 2); // function
    		lua_rawset(L, -3); // rawset doesn't trigger this metatable again.
    		// otherwise we would've used setfield, obviously.
    
    		Z_Free(name);
    		return 0;
    	}
    
    	Z_Free(name);
    	return luaL_error(L, "Implicit global " LUA_QS " prevented. Create a local variable instead.", csname);
    }
    
    // Clear and create a new Lua state, laddo!
    // There's SCRIPTIN to be had!
    static void LUA_ClearState(void)
    {
    	lua_State *L;
    	int i;
    
    	// close previous state
    	if (gL)
    		lua_close(gL);
    	gL = NULL;
    
    	CONS_Printf(M_GetText("Pardon me while I initialize the Lua scripting interface...\n"));
    
    	// allocate state
    	L = lua_newstate(LUA_Alloc, NULL);
    	lua_atpanic(L, LUA_Panic);
    
    	// open base libraries
    	luaL_openlibs(L);
    	lua_pop(L, -1);
    
    	// make LREG_VALID table for all pushed userdata cache.
    	lua_newtable(L);
    	lua_setfield(L, LUA_REGISTRYINDEX, LREG_VALID);
    
    	// open srb2 libraries
    	for(i = 0; liblist[i]; i++) {
    		lua_pushcfunction(L, liblist[i]);
    		lua_call(L, 0, 0);
    	}
    
    	// lock the global namespace
    	lua_getmetatable(L, LUA_GLOBALSINDEX);
    		lua_pushcfunction(L, noglobals);
    		lua_setfield(L, -2, "__newindex");
    		lua_newtable(L);
    		lua_setfield(L, -2, "__metatable");
    	lua_pop(L, 1);
    
    	// lua state is ready!
    	gL = L;
    }
    
    #ifdef _DEBUG
    void LUA_ClearExtVars(void)
    {
    	if (!gL)
    		return;
    	lua_newtable(gL);
    	lua_setfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
    }
    #endif
    
    // Use this variable to prevent certain functions from running
    // if they were not called on lump load
    // (i.e. they were called in hooks or coroutines etc)
    boolean lua_lumploading = false;
    
    // Load a script from a MYFILE
    static inline void LUA_LoadFile(MYFILE *f, char *name)
    {
    	if (!name)
    		name = wadfiles[f->wad]->filename;
    	CONS_Printf("Loading Lua script from %s\n", name);
    	if (!gL) // Lua needs to be initialized
    		LUA_ClearState();
    	lua_pushinteger(gL, f->wad);
    	lua_setfield(gL, LUA_REGISTRYINDEX, "WAD");
    	if (luaL_loadbuffer(gL, f->data, f->size, va("@%s",name)) || lua_pcall(gL, 0, 0, 0)) {
    		CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL,-1));
    		lua_pop(gL,1);
    	}
    	lua_gc(gL, LUA_GCCOLLECT, 0);
    }
    
    // Load a script from a lump
    void LUA_LoadLump(UINT16 wad, UINT16 lump)
    {
    	MYFILE f;
    	char *name;
    	f.wad = wad;
    	f.size = W_LumpLengthPwad(wad, lump);
    	f.data = Z_Malloc(f.size, PU_LUA, NULL);
    	W_ReadLumpPwad(wad, lump, f.data);
    	f.curpos = f.data;
    
    	name = malloc(strlen(wadfiles[wad]->filename)+10);
    	strcpy(name, wadfiles[wad]->filename);
    	if (!fasticmp(&name[strlen(name) - 4], ".lua")) {
    		// If it's not a .lua file, copy the lump name in too.
    		name[strlen(wadfiles[wad]->filename)] = '|';
    		M_Memcpy(name+strlen(wadfiles[wad]->filename)+1, wadfiles[wad]->lumpinfo[lump].name, 8);
    		name[strlen(wadfiles[wad]->filename)+9] = '\0';
    	}
    
    	lua_lumploading = true; // turn on loading flag
    	LUA_LoadFile(&f, name); // actually load file!
    	lua_lumploading = false; // turn off again
    
    	free(name);
    	Z_Free(f.data);
    }
    
    #ifdef LUA_ALLOW_BYTECODE
    // must match lua_Writer
    static int dumpWriter(lua_State *L, const void *p, size_t sz, void *ud)
    {
    	FILE *handle = (FILE*)ud;
    	I_Assert(handle != NULL);
    	(void)L;
    	if (!sz) return 0; // nothing to write? can't fail that! :D
    	return (fwrite(p, 1, sz, handle) != sz); // if fwrite != sz, we've failed.
    }
    
    // Compile a script by name and dump it back to disk.
    void LUA_DumpFile(const char *filename)
    {
    	FILE *handle;
    	char filenamebuf[MAX_WADPATH];
    
    	if (!gL) // Lua needs to be initialized
    		LUA_ClearState(false);
    
    	// find the file the SRB2 way
    	strncpy(filenamebuf, filename, MAX_WADPATH);
    	filenamebuf[MAX_WADPATH - 1] = '\0';
    	filename = filenamebuf;
    	if ((handle = fopen(filename, "rb")) == NULL)
    	{
    		// If we failed to load the file with the path as specified by
    		// the user, strip the directories and search for the file.
    		nameonly(filenamebuf);
    
    		// If findfile finds the file, the full path will be returned
    		// in filenamebuf == filename.
    		if (findfile(filenamebuf, NULL, true))
    		{
    			if ((handle = fopen(filename, "rb")) == NULL)
    			{
    				CONS_Alert(CONS_ERROR, M_GetText("Can't open %s\n"), filename);
    				return;
    			}
    		}
    		else
    		{
    			CONS_Alert(CONS_ERROR, M_GetText("File %s not found.\n"), filename);
    			return;
    		}
    	}
    	fclose(handle);
    
    	// pass the path we found to Lua
    	// luaL_loadfile will open and read the file in as a Lua function
    	if (luaL_loadfile(gL, filename)) {
    		CONS_Alert(CONS_ERROR,"%s\n",lua_tostring(gL,-1));
    		lua_pop(gL, 1);
    		return;
    	}
    
    	// dump it back to disk
    	if ((handle = fopen(filename, "wb")) == NULL)
    		CONS_Alert(CONS_ERROR, M_GetText("Can't write to %s\n"), filename);
    	if (lua_dump(gL, dumpWriter, handle))
    		CONS_Printf("Failed while writing %s to disk... Sorry!\n", filename);
    	else
    		CONS_Printf("Successfully compiled %s into bytecode.\n", filename);
    	fclose(handle);
    	lua_pop(gL, 1); // function is still on stack after lua_dump
    	lua_gc(gL, LUA_GCCOLLECT, 0);
    	return;
    }
    #endif
    
    fixed_t LUA_EvalMath(const char *word)
    {
    	lua_State *L = NULL;
    	char buf[1024], *b;
    	const char *p;
    	fixed_t res = 0;
    
    	// make a new state so SOC can't interefere with scripts
    	// allocate state
    	L = lua_newstate(LUA_Alloc, NULL);
    	lua_atpanic(L, LUA_Panic);
    
    	// open only enum lib
    	lua_pushcfunction(L, LUA_EnumLib);
    	lua_pushboolean(L, true);
    	lua_call(L, 1, 0);
    
    	// change ^ into ^^ for Lua.
    	strcpy(buf, "return ");
    	b = buf+strlen(buf);
    	for (p = word; *p && b < &buf[1022]; p++)
    	{
    		*b++ = *p;
    		if (*p == '^')
    			*b++ = '^';
    	}
    	*b = '\0';
    
    	// eval string.
    	lua_pop(L, -1);
    	if (luaL_dostring(L, buf))
    	{
    		p = lua_tostring(L, -1);
    		while (*p++ != ':' && *p) ;
    		p += 3; // "1: "
    		CONS_Alert(CONS_WARNING, "%s\n", p);
    	}
    	else
    		res = lua_tointeger(L, -1);
    
    	// clean up and return.
    	lua_close(L);
    	return res;
    }
    
    // Takes a pointer, any pointer, and a metatable name
    // Creates a userdata for that pointer with the given metatable
    // Pushes it to the stack and stores it in the registry.
    void LUA_PushUserdata(lua_State *L, void *data, const char *meta)
    {
    	void **userdata;
    
    	if (!data) { // push a NULL
    		lua_pushnil(L);
    		return;
    	}
    
    	lua_getfield(L, LUA_REGISTRYINDEX, LREG_VALID);
    	I_Assert(lua_istable(L, -1));
    	lua_pushlightuserdata(L, data);
    	lua_rawget(L, -2);
    	if (lua_isnil(L, -1)) { // no userdata? deary me, we'll have to make one.
    		lua_pop(L, 1); // pop the nil
    
    		// create the userdata
    		userdata = lua_newuserdata(L, sizeof(void *));
    		*userdata = data;
    		luaL_getmetatable(L, meta);
    		lua_setmetatable(L, -2);
    
    		// Set it in the registry so we can find it again
    		lua_pushlightuserdata(L, data); // k (store the userdata via the data's pointer)
    		lua_pushvalue(L, -2); // v (copy of the userdata)
    		lua_rawset(L, -4);
    
    		// stack is left with the userdata on top, as if getting it had originally succeeded.
    	}
    	lua_remove(L, -2); // remove LREG_VALID
    }
    
    // When userdata is freed, use this function to remove it from Lua.
    void LUA_InvalidateUserdata(void *data)
    {
    	void **userdata;
    	if (!gL)
    		return;
    
    	// fetch the userdata
    	lua_getfield(gL, LUA_REGISTRYINDEX, LREG_VALID);
    	I_Assert(lua_istable(gL, -1));
    		lua_pushlightuserdata(gL, data);
    		lua_rawget(gL, -2);
    			if (lua_isnil(gL, -1)) { // not found, not in lua
    				lua_pop(gL, 2); // pop nil and LREG_VALID
    				return;
    			}
    
    			// nullify any additional data
    			lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
    			I_Assert(lua_istable(gL, -1));
    				lua_pushlightuserdata(gL, data);
    				lua_pushnil(gL);
    				lua_rawset(gL, -3);
    			lua_pop(gL, 1);
    
    			// invalidate the userdata
    			userdata = lua_touserdata(gL, -1);
    			*userdata = NULL;
    		lua_pop(gL, 1);
    
    		// remove it from the registry
    		lua_pushlightuserdata(gL, data);
    		lua_pushnil(gL);
    		lua_rawset(gL, -3);
    	lua_pop(gL, 1); // pop LREG_VALID
    }
    
    // Invalidate level data arrays
    void LUA_InvalidateLevel(void)
    {
    	thinker_t *th;
    	size_t i;
    	ffloor_t *rover = NULL;
    	if (!gL)
    		return;
    
    	for (th = thinkercap.next; th && th != &thinkercap; th = th->next)
    		LUA_InvalidateUserdata(th);
    
    	LUA_InvalidateMapthings();
    
    	for (i = 0; i < numsubsectors; i++)
    		LUA_InvalidateUserdata(&subsectors[i]);
    	for (i = 0; i < numsectors; i++)
    	{
    		LUA_InvalidateUserdata(&sectors[i]);
    		LUA_InvalidateUserdata(sectors[i].lines);
    		if (sectors[i].ffloors)
    		{
    			for (rover = sectors[i].ffloors; rover; rover = rover->next)
    				LUA_InvalidateUserdata(rover);
    		}
    	}
    	for (i = 0; i < numlines; i++)
    	{
    		LUA_InvalidateUserdata(&lines[i]);
    		LUA_InvalidateUserdata(lines[i].sidenum);
    	}
    	for (i = 0; i < numsides; i++)
    		LUA_InvalidateUserdata(&sides[i]);
    	for (i = 0; i < numvertexes; i++)
    		LUA_InvalidateUserdata(&vertexes[i]);
    #ifdef HAVE_LUA_SEGS
    	for (i = 0; i < numsegs; i++)
    		LUA_InvalidateUserdata(&segs[i]);
    	for (i = 0; i < numnodes; i++)
    	{
    		LUA_InvalidateUserdata(&nodes[i]);
    		LUA_InvalidateUserdata(nodes[i].bbox);
    		LUA_InvalidateUserdata(nodes[i].children);
    	}
    #endif
    }
    
    void LUA_InvalidateMapthings(void)
    {
    	size_t i;
    	if (!gL)
    		return;
    
    	for (i = 0; i < nummapthings; i++)
    		LUA_InvalidateUserdata(&mapthings[i]);
    }
    
    void LUA_InvalidatePlayer(player_t *player)
    {
    	if (!gL)
    		return;
    	LUA_InvalidateUserdata(player);
    	LUA_InvalidateUserdata(player->powers);
    	LUA_InvalidateUserdata(&player->cmd);
    }
    
    enum
    {
    	ARCH_NULL=0,
    	ARCH_BOOLEAN,
    	ARCH_SIGNED,
    	ARCH_STRING,
    	ARCH_TABLE,
    
    	ARCH_MOBJINFO,
    	ARCH_STATE,
    	ARCH_MOBJ,
    	ARCH_PLAYER,
    	ARCH_MAPTHING,
    	ARCH_VERTEX,
    	ARCH_LINE,
    	ARCH_SIDE,
    	ARCH_SUBSECTOR,
    	ARCH_SECTOR,
    #ifdef HAVE_LUA_SEGS
    	ARCH_SEG,
    	ARCH_NODE,
    #endif
    	ARCH_FFLOOR,
    	ARCH_MAPHEADER,
    
    	ARCH_TEND=0xFF,
    };
    
    static const struct {
    	const char *meta;
    	UINT8 arch;
    } meta2arch[] = {
    	{META_MOBJINFO, ARCH_MOBJINFO},
    	{META_STATE,    ARCH_STATE},
    	{META_MOBJ,     ARCH_MOBJ},
    	{META_PLAYER,   ARCH_PLAYER},
    	{META_MAPTHING, ARCH_MAPTHING},
    	{META_VERTEX,   ARCH_VERTEX},
    	{META_LINE,     ARCH_LINE},
    	{META_SIDE,     ARCH_SIDE},
    	{META_SUBSECTOR,ARCH_SUBSECTOR},
    	{META_SECTOR,   ARCH_SECTOR},
    #ifdef HAVE_LUA_SEGS
    	{META_SEG,      ARCH_SEG},
    	{META_NODE,     ARCH_NODE},
    #endif
    	{META_FFLOOR,	ARCH_FFLOOR},
    	{META_MAPHEADER,   ARCH_MAPHEADER},
    	{NULL,          ARCH_NULL}
    };
    
    static UINT8 GetUserdataArchType(void)
    {
    	UINT8 i;
    	lua_getmetatable(gL, -1);
    
    	for (i = 0; meta2arch[i].meta; i++)
    	{
    		luaL_getmetatable(gL, meta2arch[i].meta);
    		if (lua_rawequal(gL, -1, -2))
    		{
    			lua_pop(gL, 2);
    			return meta2arch[i].arch;
    		}
    		lua_pop(gL, 1);
    	}
    
    	lua_pop(gL, 1);
    	return ARCH_NULL;
    }
    
    static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
    {
    	if (myindex < 0)
    		myindex = lua_gettop(gL)+1+myindex;
    	switch (lua_type(gL, myindex))
    	{
    	case LUA_TNONE:
    	case LUA_TNIL:
    		WRITEUINT8(save_p, ARCH_NULL);
    		break;
    	// This might be a problem. D:
    	case LUA_TLIGHTUSERDATA:
    	case LUA_TTHREAD:
    	case LUA_TFUNCTION:
    		WRITEUINT8(save_p, ARCH_NULL);
    		return 2;
    	case LUA_TBOOLEAN:
    		WRITEUINT8(save_p, ARCH_BOOLEAN);
    		WRITEUINT8(save_p, lua_toboolean(gL, myindex));
    		break;
    	case LUA_TNUMBER:
    	{
    		lua_Integer number = lua_tointeger(gL, myindex);
            WRITEUINT8(save_p, ARCH_SIGNED);
            WRITEFIXED(save_p, number);
    		break;
    	}
    	case LUA_TSTRING:
    		WRITEUINT8(save_p, ARCH_STRING);
    		WRITESTRING(save_p, lua_tostring(gL, myindex));
    		break;
    	case LUA_TTABLE:
    	{
    		boolean found = false;
    		INT32 i;
    		UINT16 t = (UINT16)lua_objlen(gL, TABLESINDEX);
    
    		for (i = 1; i <= t && !found; i++)
    		{
    			lua_rawgeti(gL, TABLESINDEX, i);
    			if (lua_rawequal(gL, myindex, -1))
    			{
    				t = i;
    				found = true;
    			}
    			lua_pop(gL, 1);
    		}
    		if (!found)
    			t++;
    
    		WRITEUINT8(save_p, ARCH_TABLE);
    		WRITEUINT16(save_p, t);
    
    		if (!found)
    		{
    			lua_pushvalue(gL, myindex);
    			lua_rawseti(gL, TABLESINDEX, t);
    			return 1;
    		}
    		break;
    	}
    	case LUA_TUSERDATA:
    		switch (GetUserdataArchType())
    		{
    		case ARCH_MOBJINFO:
    		{
    			mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex));
    			WRITEUINT8(save_p, ARCH_MOBJINFO);
    			WRITEUINT8(save_p, info - mobjinfo);
    			break;
    		}
    		case ARCH_STATE:
    		{
    			state_t *state = *((state_t **)lua_touserdata(gL, myindex));
    			WRITEUINT8(save_p, ARCH_STATE);
    			WRITEUINT8(save_p, state - states);
    			break;
    		}
    		case ARCH_MOBJ:
    		{
    			mobj_t *mobj = *((mobj_t **)lua_touserdata(gL, myindex));
    			if (!mobj)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_MOBJ);
    				WRITEUINT32(save_p, mobj->mobjnum);
    			}
    			break;
    		}
    		case ARCH_PLAYER:
    		{
    			player_t *player = *((player_t **)lua_touserdata(gL, myindex));
    			if (!player)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_PLAYER);
    				WRITEUINT8(save_p, player - players);
    			}
    			break;
    		}
    		case ARCH_MAPTHING:
    		{
    			mapthing_t *mapthing = *((mapthing_t **)lua_touserdata(gL, myindex));
    			if (!mapthing)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_MAPTHING);
    				WRITEUINT16(save_p, mapthing - mapthings);
    			}
    			break;
    		}
    		case ARCH_VERTEX:
    		{
    			vertex_t *vertex = *((vertex_t **)lua_touserdata(gL, myindex));
    			if (!vertex)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_VERTEX);
    				WRITEUINT16(save_p, vertex - vertexes);
    			}
    			break;
    		}
    		case ARCH_LINE:
    		{
    			line_t *line = *((line_t **)lua_touserdata(gL, myindex));
    			if (!line)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_LINE);
    				WRITEUINT16(save_p, line - lines);
    			}
    			break;
    		}
    		case ARCH_SIDE:
    		{
    			side_t *side = *((side_t **)lua_touserdata(gL, myindex));
    			if (!side)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_SIDE);
    				WRITEUINT16(save_p, side - sides);
    			}
    			break;
    		}
    		case ARCH_SUBSECTOR:
    		{
    			subsector_t *subsector = *((subsector_t **)lua_touserdata(gL, myindex));
    			if (!subsector)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_SUBSECTOR);
    				WRITEUINT16(save_p, subsector - subsectors);
    			}
    			break;
    		}
    		case ARCH_SECTOR:
    		{
    			sector_t *sector = *((sector_t **)lua_touserdata(gL, myindex));
    			if (!sector)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_SECTOR);
    				WRITEUINT16(save_p, sector - sectors);
    			}
    			break;
    		}
    #ifdef HAVE_LUA_SEGS
    		case ARCH_SEG:
    		{
    			seg_t *seg = *((seg_t **)lua_touserdata(gL, myindex));
    			if (!seg)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_SEG);
    				WRITEUINT16(save_p, seg - segs);
    			}
    			break;
    		}
    		case ARCH_NODE:
    		{
    			node_t *node = *((node_t **)lua_touserdata(gL, myindex));
    			if (!node)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_NODE);
    				WRITEUINT16(save_p, node - nodes);
    			}
    			break;
    		}
    #endif
    		case ARCH_FFLOOR:
    		{
    			ffloor_t *rover = *((ffloor_t **)lua_touserdata(gL, myindex));
    			if (!rover)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				ffloor_t *r2;
    				UINT16 i = 0;
    				// search for id
    				for (r2 = rover->target->ffloors; r2; r2 = r2->next)
    				{
    					if (r2 == rover)
    						break;
    					i++;
    				}
    				if (!r2)
    					WRITEUINT8(save_p, ARCH_NULL);
    				else
    				{
    					WRITEUINT8(save_p, ARCH_FFLOOR);
    					WRITEUINT16(save_p, rover->target - sectors);
    					WRITEUINT16(save_p, i);
    				}
    			}
    			break;
    		}
    		case ARCH_MAPHEADER:
    		{
    			mapheader_t *header = *((mapheader_t **)lua_touserdata(gL, myindex));
    			if (!header)
    				WRITEUINT8(save_p, ARCH_NULL);
    			else {
    				WRITEUINT8(save_p, ARCH_MAPHEADER);
    				WRITEUINT16(save_p, header - *mapheaderinfo);
    			}
    			break;
    		}
    		default:
    			WRITEUINT8(save_p, ARCH_NULL);
    			return 2;
    		}
    		break;
    	}
    	return 0;
    }
    
    static void ArchiveExtVars(void *pointer, const char *ptype)
    {
    	int TABLESINDEX;
    	UINT16 i;
    
    	if (!gL) {
    		if (fastcmp(ptype,"player")) // players must always be included, even if no vars
    			WRITEUINT16(save_p, 0);
    		return;
    	}
    
    	TABLESINDEX = lua_gettop(gL);
    
    	lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
    	I_Assert(lua_istable(gL, -1));
    	lua_pushlightuserdata(gL, pointer);
    	lua_rawget(gL, -2);
    	lua_remove(gL, -2); // pop LREG_EXTVARS
    
    	if (!lua_istable(gL, -1))
    	{ // no extra values table
    		lua_pop(gL, 1);
    		if (fastcmp(ptype,"player")) // players must always be included, even if no vars
    			WRITEUINT16(save_p, 0);
    		return;
    	}
    
    	lua_pushnil(gL);
    	for (i = 0; lua_next(gL, -2); i++)
    		lua_pop(gL, 1);
    
    	if (i == 0 && !fastcmp(ptype,"player")) // skip anything that has an empty table and isn't a player.
    		return;
    	if (fastcmp(ptype,"mobj")) // mobjs must write their mobjnum as a header
    		WRITEUINT32(save_p, ((mobj_t *)pointer)->mobjnum);
    	WRITEUINT16(save_p, i);
    	lua_pushnil(gL);
    	while (lua_next(gL, -2))
    	{
    		I_Assert(lua_type(gL, -2) == LUA_TSTRING);
    		WRITESTRING(save_p, lua_tostring(gL, -2));
    		if (ArchiveValue(TABLESINDEX, -1) == 2)
    			CONS_Alert(CONS_ERROR, "Type of value for %s entry '%s' (%s) could not be archived!\n", ptype, lua_tostring(gL, -2), luaL_typename(gL, -1));
    		lua_pop(gL, 1);
    	}
    
    	lua_pop(gL, 1);
    }
    
    static int NetArchive(lua_State *L)
    {
    	int TABLESINDEX = lua_upvalueindex(1);
    	int i, n = lua_gettop(L);
    	for (i = 1; i <= n; i++)
    		ArchiveValue(TABLESINDEX, i);
    	return n;
    }
    
    static void ArchiveTables(void)
    {
    	int TABLESINDEX;
    	UINT16 i, n;
    	UINT8 e;
    
    	if (!gL)
    		return;
    
    	TABLESINDEX = lua_gettop(gL);
    
    	n = (UINT16)lua_objlen(gL, TABLESINDEX);
    	for (i = 1; i <= n; i++)
    	{
    		lua_rawgeti(gL, TABLESINDEX, i);
    		lua_pushnil(gL);
    		while (lua_next(gL, -2))
    		{
    			ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
    			e = ArchiveValue(TABLESINDEX, -1);
    			if (e == 1)
    				n++; // the table contained a new table we'll have to archive. :(
    			else if (e == 2)
    			{
    				lua_pushvalue(gL, -2);
    				CONS_Alert(CONS_ERROR, "Type of value for table %d entry '%s' (%s) could not be archived!\n", i, lua_tostring(gL, -1), luaL_typename(gL, -1));
    				lua_pop(gL, 1);
    			}
    			lua_pop(gL, 1);
    		}
    		lua_pop(gL, 1);
    		WRITEUINT8(save_p, ARCH_TEND);
    	}
    }
    
    static UINT8 UnArchiveValue(int TABLESINDEX)
    {
    	UINT8 type = READUINT8(save_p);
    	switch (type)
    	{
    	case ARCH_NULL:
    		lua_pushnil(gL);
    		break;
    	case ARCH_BOOLEAN:
    		lua_pushboolean(gL, READUINT8(save_p));
    		break;
    	case ARCH_SIGNED:
    		lua_pushinteger(gL, READFIXED(save_p));
    		break;
    	case ARCH_STRING:
    	{
    		char value[1024];
    		READSTRING(save_p, value);
    		lua_pushstring(gL, value);
    		break;
    	}
    	case ARCH_TABLE:
    	{
    		UINT16 tid = READUINT16(save_p);
    		lua_rawgeti(gL, TABLESINDEX, tid);
    		if (lua_isnil(gL, -1))
    		{
    			lua_pop(gL, 1);
    			lua_newtable(gL);
    			lua_pushvalue(gL, -1);
    			lua_rawseti(gL, TABLESINDEX, tid);
    			return 2;
    		}
    		break;
    	}
    	case ARCH_MOBJINFO:
    		LUA_PushUserdata(gL, &mobjinfo[READUINT16(save_p)], META_MOBJINFO);
    		break;
    	case ARCH_STATE:
    		LUA_PushUserdata(gL, &states[READUINT16(save_p)], META_STATE);
    		break;
    	case ARCH_MOBJ:
    		LUA_PushUserdata(gL, P_FindNewPosition(READUINT32(save_p)), META_MOBJ);
    		break;
    	case ARCH_PLAYER:
    		LUA_PushUserdata(gL, &players[READUINT8(save_p)], META_PLAYER);
    		break;
    	case ARCH_MAPTHING:
    		LUA_PushUserdata(gL, &mapthings[READUINT16(save_p)], META_MAPTHING);
    		break;
    	case ARCH_VERTEX:
    		LUA_PushUserdata(gL, &vertexes[READUINT16(save_p)], META_VERTEX);
    		break;
    	case ARCH_LINE:
    		LUA_PushUserdata(gL, &lines[READUINT16(save_p)], META_LINE);
    		break;
    	case ARCH_SIDE:
    		LUA_PushUserdata(gL, &sides[READUINT16(save_p)], META_SIDE);
    		break;
    	case ARCH_SUBSECTOR:
    		LUA_PushUserdata(gL, &subsectors[READUINT16(save_p)], META_SUBSECTOR);
    		break;
    	case ARCH_SECTOR:
    		LUA_PushUserdata(gL, &sectors[READUINT16(save_p)], META_SECTOR);
    		break;
    #ifdef HAVE_LUA_SEGS
    	case ARCH_SEG:
    		LUA_PushUserdata(gL, &segs[READUINT16(save_p)], META_SEG);
    		break;
    	case ARCH_NODE:
    		LUA_PushUserdata(gL, &nodes[READUINT16(save_p)], META_NODE);
    		break;
    #endif
    	case ARCH_FFLOOR:
    	{
    		sector_t *sector = &sectors[READUINT16(save_p)];
    		UINT16 id = READUINT16(save_p);
    		ffloor_t *rover = P_GetFFloorByID(sector, id);
    		if (rover)
    			LUA_PushUserdata(gL, rover, META_FFLOOR);
    		break;
    	}
    	case ARCH_MAPHEADER:
    		LUA_PushUserdata(gL, &sectors[READUINT16(save_p)], META_MAPHEADER);
    		break;
    	case ARCH_TEND:
    		return 1;
    	}
    	return 0;
    }
    
    static void UnArchiveExtVars(void *pointer)
    {
    	int TABLESINDEX;
    	UINT16 field_count = READUINT16(save_p);
    	UINT16 i;
    	char field[1024];
    
    	if (field_count == 0)
    		return;
    	I_Assert(gL != NULL);
    
    	TABLESINDEX = lua_gettop(gL);
    	lua_createtable(gL, 0, field_count); // pointer's ext vars subtable
    
    	for (i = 0; i < field_count; i++)
    	{
    		READSTRING(save_p, field);
    		UnArchiveValue(TABLESINDEX);
    		lua_setfield(gL, -2, field);
    	}
    
    	lua_getfield(gL, LUA_REGISTRYINDEX, LREG_EXTVARS);
    	I_Assert(lua_istable(gL, -1));
    	lua_pushlightuserdata(gL, pointer);
    	lua_pushvalue(gL, -3); // pointer's ext vars subtable
    	lua_rawset(gL, -3);
    	lua_pop(gL, 2); // pop LREG_EXTVARS and pointer's subtable
    }
    
    static int NetUnArchive(lua_State *L)
    {
    	int TABLESINDEX = lua_upvalueindex(1);
    	int i, n = lua_gettop(L);
    	for (i = 1; i <= n; i++)
    		UnArchiveValue(TABLESINDEX);
    	return n;
    }
    
    static void UnArchiveTables(void)
    {
    	int TABLESINDEX;
    	UINT16 i, n;
    
    	if (!gL)
    		return;
    
    	TABLESINDEX = lua_gettop(gL);
    
    	n = (UINT16)lua_objlen(gL, TABLESINDEX);
    	for (i = 1; i <= n; i++)
    	{
    		lua_rawgeti(gL, TABLESINDEX, i);
    		while (true)
    		{
    			if (UnArchiveValue(TABLESINDEX) == 1)
    				break;
    			if (UnArchiveValue(TABLESINDEX) == 2)
    				n++;
    			lua_rawset(gL, -3);
    		}
    		lua_pop(gL, 1);
    	}
    }
    
    void LUA_Step(void)
    {
    	if (!gL)
    		return;
    	lua_settop(gL, 0);
    	lua_gc(gL, LUA_GCSTEP, 1);
    }
    
    void LUA_Archive(void)
    {
    	INT32 i;
    	thinker_t *th;
    
    	if (gL)
    		lua_newtable(gL); // tables to be archived.
    
    	for (i = 0; i < MAXPLAYERS; i++)
    	{
    		if (!playeringame[i])
    			continue;
    		// all players in game will be archived, even if they just add a 0.
    		ArchiveExtVars(&players[i], "player");
    	}
    
    	for (th = thinkercap.next; th != &thinkercap; th = th->next)
    		if (th->function.acp1 == (actionf_p1)P_MobjThinker)
    		{
    			// archive function will determine when to skip mobjs,
    			// and write mobjnum in otherwise.
    			ArchiveExtVars(th, "mobj");
    		}
    	WRITEUINT32(save_p, UINT32_MAX); // end of mobjs marker, replaces mobjnum.
    
    	LUAh_NetArchiveHook(NetArchive); // call the NetArchive hook in archive mode
    	ArchiveTables();
    
    	if (gL)
    		lua_pop(gL, 1); // pop tables
    }
    
    void LUA_UnArchive(void)
    {
    	UINT32 mobjnum;
    	INT32 i;
    	thinker_t *th;
    
    	if (gL)
    		lua_newtable(gL); // tables to be read
    
    	for (i = 0; i < MAXPLAYERS; i++)
    	{
    		if (!playeringame[i])
    			continue;
    		UnArchiveExtVars(&players[i]);
    	}
    
    	do {
    		mobjnum = READUINT32(save_p); // read a mobjnum
    		for (th = thinkercap.next; th != &thinkercap; th = th->next)
    			if (th->function.acp1 == (actionf_p1)P_MobjThinker
    			&& ((mobj_t *)th)->mobjnum == mobjnum) // find matching mobj
    				UnArchiveExtVars(th); // apply variables
    	} while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker.
    
    	LUAh_NetArchiveHook(NetUnArchive); // call the NetArchive hook in unarchive mode
    	UnArchiveTables();
    
    	if (gL)
    		lua_pop(gL, 1); // pop tables
    }
    
    // For mobj_t, player_t, etc. to take custom variables.
    int Lua_optoption(lua_State *L, int narg,
    	const char *def, const char *const lst[])
    {
    	const char *name = (def) ? luaL_optstring(L, narg, def) :  luaL_checkstring(L, narg);
    	int i;
    	for (i=0; lst[i]; i++)
    		if (fastcmp(lst[i], name))
    			return i;
    	return -1;
    }
    
    #endif // HAVE_BLUA