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lua_object.c
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/* Functions for accessing object data from Lua.
*
* me = Ships[WhoIAm()]
* print(me.Object.Shield)
* meobj = me.Object:table()
*
* see also object.h
*/
#include <lua.h>
#include <lauxlib.h>
#include "object.h"
#include "lua_vecmat.h"
#define FIELD(f, type) do { \
lua_push ## type(L, obj->f); \
lua_setfield(L, -2, #f); \
} while (0)
#define FIELDPTR(f, type) do { \
lua_push ## type(L, &obj->f); \
lua_setfield(L, -2, #f); \
} while (0)
static int luaobj_table(lua_State *L)
{
OBJECT *obj;
obj = *((OBJECT **) luaL_checkudata(L, 1, "OBJECTPTR"));
lua_createtable(L, 0, 38);
FIELD(Flags, integer); /* TODO */
FIELD(Type, integer); /* TODO - enum */
/* FIELD(ID, ???); ... TODO */
FIELD(AI_Mode, integer); /* TODO - enum */
FIELD(Mode, integer); /* TODO - enum */
FIELD(ControlType, integer); /* TODO - enum */
FIELDPTR(Pos, vector);
/* FIELDPTR(Quat, quat); -- TODO */
FIELD(Bank, number);
FIELDPTR(Mat, matrix);
FIELDPTR(InvMat, matrix);
FIELDPTR(FinalMat, matrix);
FIELDPTR(FinalInvMat, matrix);
/* FIELDPTR(FinalQuat, quat); -- TODO */
FIELDPTR(DirVector, vector);
FIELD(Group, integer);
FIELDPTR(Speed, vector);
FIELDPTR(Angle, vector);
FIELD(CruiseControl, integer);
FIELD(Shield, number);
FIELD(Hull, number);
FIELD(Energy, integer);
FIELD(PowerLevel, integer);
FIELDPTR(ExternalForce, vector);
FIELDPTR(InternalForce, vector);
/* FIELDPTR(RotationForce, quat); -- TODO */
FIELD(Autolevel, number);
FIELD(BobCount, number);
FIELDPTR(LastBob, vector);
FIELD(light, integer);
FIELD(NodeNetwork, integer);
/* FIELD(NearestNode, ???); ... TODO */
/* FIELD(LastNearestNode, ???); ... TODO */
FIELD(HowManyGuns, integer);
/* FIELD(FirstGun, gunobject) ... TODO (?) */
FIELD(Time, number);
FIELD(OverallTime, number);
FIELD(AnimSpeed, number);
FIELDPTR(TopLeft, vector);
FIELDPTR(BottomRight, vector);
/* FIELD(AnimSeqs, animseq) ... TODO (?) */
FIELD(CurAnimSeq, integer);
FIELD(Animating, boolean);
/* FIELD(Components, compobj) ... TODO (?) */
/* FIELD(UserContComps, compobj) ... TODO (?) */
FIELD(Red, number);
FIELD(Green, number);
FIELD(Blue, number);
return 1;
}
#undef FIELDPTR
#undef FIELD
#define FIELD(f, type) do { \
if (!strcmp(name, #f)) \
{ \
lua_push ## type(L, obj->f); \
return 1; \
} \
} while (0)
#define FIELDPTR(f, type) do { \
if (!strcmp(name, #f)) \
{ \
lua_push ## type(L, &obj->f); \
return 1; \
} \
} while (0)
static int luaobj_index(lua_State *L)
{
OBJECT *obj;
const char *name;
obj = *((OBJECT **) luaL_checkudata(L, 1, "OBJECTPTR"));
name = luaL_checkstring(L, 2);
if (!strcmp(name, "table"))
{
lua_pushcfunction(L, luaobj_table);
return 1;
}
FIELD(Flags, integer); /* TODO */
FIELD(Type, integer); /* TODO - enum */
/* FIELD(ID, ???); ... TODO */
FIELD(AI_Mode, integer); /* TODO - enum */
FIELD(Mode, integer); /* TODO - enum */
FIELD(ControlType, integer); /* TODO - enum */
FIELDPTR(Pos, vector);
/* FIELDPTR(Quat, quat); -- TODO */
FIELD(Bank, number);
FIELDPTR(Mat, matrix);
FIELDPTR(InvMat, matrix);
FIELDPTR(FinalMat, matrix);
FIELDPTR(FinalInvMat, matrix);
/* FIELDPTR(FinalQuat, quat); -- TODO */
FIELDPTR(DirVector, vector);
FIELD(Group, integer);
FIELDPTR(Speed, vector);
FIELDPTR(Angle, vector);
FIELD(CruiseControl, integer);
FIELD(Shield, number);
FIELD(Hull, number);
FIELD(Energy, integer);
FIELD(PowerLevel, integer);
FIELDPTR(ExternalForce, vector);
FIELDPTR(InternalForce, vector);
/* FIELDPTR(RotationForce, quat); -- TODO */
FIELD(Autolevel, number);
FIELD(BobCount, number);
FIELDPTR(LastBob, vector);
FIELD(light, integer);
FIELD(NodeNetwork, integer);
/* FIELD(NearestNode, ???); ... TODO */
/* FIELD(LastNearestNode, ???); ... TODO */
FIELD(HowManyGuns, integer);
/* FIELD(FirstGun, gunobject) ... TODO (?) */
FIELD(Time, number);
FIELD(OverallTime, number);
FIELD(AnimSpeed, number);
FIELDPTR(TopLeft, vector);
FIELDPTR(BottomRight, vector);
/* FIELD(AnimSeqs, animseq) ... TODO (?) */
FIELD(CurAnimSeq, integer);
FIELD(Animating, boolean);
/* FIELD(Components, compobj) ... TODO (?) */
/* FIELD(UserContComps, compobj) ... TODO (?) */
FIELD(Red, number);
FIELD(Green, number);
FIELD(Blue, number);
return luaL_argerror(L, 2, "unknown field name");
}
#undef FIELDPTR
#undef FIELD
int luaopen_object(lua_State *L)
{
static const luaL_Reg objmt[] = {
{ "__index", luaobj_index },
{ NULL, NULL }
};
luaL_newmetatable(L, "OBJECTPTR");
luaL_register(L, NULL, objmt);
lua_pop(L, 1);
return 0;
}