RingRacers/src/lua_skinlib.c
Eidolon 255570cfca Dynamically allocate skins
This avoids an issue where the skins array takes up a fixed, but large
amount of memory at runtime. On x86_64 linux, that array is roughly 80
megabytes in memory, most of which is unused when the game is unmodded.
Instead, we treat `skins` as a dynamically resizing array, and it is an
array-of-pointers into separate allocated `skin_t`.

This is based on Lactozilla's skin limit MR for SRB2, but I've rewritten
it because RR has diverged quite a bit.

This was verified to check every access of `skins` by using clangd's
find-all-references function. However, I have only tested plain skins,
not Lua addons, so that could afford some extra checking.
2025-08-12 15:33:00 -05:00

322 lines
7 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 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"
#include "r_skins.h"
#include "sounds.h"
#include "lua_script.h"
#include "lua_libs.h"
enum skin {
skin_valid = 0,
skin_name,
skin_wadnum,
skin_flags,
skin_realname,
// SRB2kart
skin_kartspeed,
skin_kartweight,
//
skin_followitem,
skin_starttranscolor,
skin_prefcolor,
skin_supercolor,
skin_prefoppositecolor,
skin_highresscale,
skin_rivals,
skin_soundsid,
skin_sprites
};
static const char *const skin_opt[] = {
"valid",
"name",
"wadnum",
"flags",
"realname",
"kartspeed",
"kartweight",
"followitem",
"starttranscolor",
"prefcolor",
"supercolor",
"prefoppositecolor",
"highresscale",
"rivals",
"soundsid",
"sprites",
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_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;
// SRB2kart
case skin_kartspeed:
lua_pushinteger(L, skin->kartspeed);
break;
case skin_kartweight:
lua_pushinteger(L, skin->kartweight);
break;
//
case skin_followitem:
lua_pushinteger(L, skin->followitem);
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;
case skin_rivals:
// This would be pretty cool to push
return UNIMPLEMENTED;
case skin_soundsid:
LUA_PushUserdata(L, skin->soundsid, META_SOUNDSID);
break;
case skin_sprites:
LUA_PushUserdata(L, skin->sprites, META_SKINSPRITES);
break;
}
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->skinnum);
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)))->skinnum) + 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);
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
i = R_SkinAvailableEx(field, false);
if (i != -1)
{
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);
playersprite_t i = luaL_checkinteger(L, 2);
if (i < 0 || i >= NUMPLAYERSPRITES*2)
return luaL_error(L, LUA_QL("skin_t") " field 'sprites' index %d out of range (0 - %d)", i, (NUMPLAYERSPRITES*2)-1);
LUA_PushUserdata(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;
}