Beispiel #1
0
void LuaConsole::RegisterAutoexec() {
	lua_State *L = Lua::manager->GetLuaState();
	LUA_DEBUG_START(L);
	if (!pi_lua_import(L, "Event")) {
		Output("console.lua:\nProblem when registering the autoexec script.\n");
		return;
	}
	lua_getfield(L, -1, "Register"); // Register, Event
	lua_pushstring(L, "onGameStart"); // "onGameStart", Register, Event
	lua_pushlightuserdata(L, this); // console, "onGameStart", Register, Event
	lua_pushcclosure(L, console_autoexec, 1); // autoexec, "onGameStart", Register, Event
	lua_call(L, 2, 0); // Event
	lua_pop(L, 1);

	LUA_DEBUG_END(L, 0);
}
Beispiel #2
0
static bool GetNameGenFunc(lua_State *l, const char *func)
{
	LUA_DEBUG_START(l);

	if (!pi_lua_import(l, "NameGen"))
		return false;

	lua_getfield(l, -1, func);
	if (lua_isnil(l, -1)) {
		lua_pop(l, 2);
		LUA_DEBUG_END(l, 0);
		return false;
	}

	lua_remove(l, -2);

	LUA_DEBUG_END(l, 1);
	return true;
}
Beispiel #3
0
void Ship::InitEquipSet() {
	lua_State * l = Lua::manager->GetLuaState();
	PropertyMap & p = Properties();
	LUA_DEBUG_START(l);
	pi_lua_import(l, "EquipSet");
	LuaTable es_class(l, -1);
	LuaTable slots = LuaTable(l).LoadMap(GetShipType()->slots.begin(), GetShipType()->slots.end());
	m_equipSet =  es_class.Call<LuaRef>("New", slots);
	p.Set("equipSet", ScopedTable(m_equipSet));
	UpdateEquipStats();
	{
		ScopedTable es(m_equipSet);
		int usedCargo = es.CallMethod<int>("OccupiedSpace", "cargo");
		int totalCargo = std::min(m_stats.free_capacity + usedCargo, es.CallMethod<int>("SlotSize", "cargo"));
		p.Set("usedCargo", usedCargo);
		p.Set("totalCargo", totalCargo);
	}
	lua_pop(l, 2);
	LUA_DEBUG_END(l, 0);
}
Beispiel #4
0
static bool _get_method_onto_stack(lua_State *l, const char *method) {
	LUA_DEBUG_START(l);

	int top = lua_gettop(l);

	if (!pi_lua_import(l, "Event"))
		return false;

	lua_getfield(l, -1, method);
	if (!lua_isfunction(l, -1)) {
		lua_pop(l, 2);
		LUA_DEBUG_END(l, 0);
		return false;
	}

	lua_insert(l, top+1);
	lua_settop(l, top+1);

	LUA_DEBUG_END(l, 1);

	return true;
}
Beispiel #5
0
void Pi::HandleEvents()
{
	PROFILE_SCOPED()
	SDL_Event event;

	// XXX for most keypresses SDL will generate KEYUP/KEYDOWN and TEXTINPUT
	// events. keybindings run off KEYUP/KEYDOWN. the console is opened/closed
	// via keybinding. the console TextInput widget uses TEXTINPUT events. thus
	// after switching the console, the stray TEXTINPUT event causes the
	// console key (backtick) to appear in the text entry field. we hack around
	// this by setting this flag if the console was switched. if its set, we
	// swallow the TEXTINPUT event this hack must remain until we have a
	// unified input system
	bool skipTextInput = false;

	Pi::mouseMotion[0] = Pi::mouseMotion[1] = 0;
	while (SDL_PollEvent(&event)) {
		if (event.type == SDL_QUIT) {
			if (Pi::game)
				Pi::EndGame();
			Pi::Quit();
		}

		if (skipTextInput && event.type == SDL_TEXTINPUT) {
			skipTextInput = false;
			continue;
		}
		if (ui->DispatchSDLEvent(event))
			continue;

		bool consoleActive = Pi::IsConsoleActive();
		if (!consoleActive)
			KeyBindings::DispatchSDLEvent(&event);
		else
			KeyBindings::toggleLuaConsole.CheckSDLEventAndDispatch(&event);
		if (consoleActive != Pi::IsConsoleActive()) {
			skipTextInput = true;
			continue;
		}

		if (Pi::IsConsoleActive())
			continue;

		Gui::HandleSDLEvent(&event);

		switch (event.type) {
			case SDL_KEYDOWN:
				if (event.key.keysym.sym == SDLK_ESCAPE) {
					if (Pi::game) {
						// only accessible once game started
						if (currentView != 0) {
							if (currentView != Pi::game->GetSettingsView()) {
								Pi::game->SetTimeAccel(Game::TIMEACCEL_PAUSED);
								SetView(Pi::game->GetSettingsView());
							}
							else {
								Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X);
								SetView(Pi::player->IsDead()
										? static_cast<View*>(Pi::game->GetDeathView())
										: static_cast<View*>(Pi::game->GetWorldView()));
							}
						}
					}
					break;
				}
				// special keys. LCTRL+turd
				if ((KeyState(SDLK_LCTRL) || (KeyState(SDLK_RCTRL)))) {
					switch (event.key.keysym.sym) {
						case SDLK_q: // Quit
							if (Pi::game)
								Pi::EndGame();
							Pi::Quit();
							break;
						case SDLK_PRINTSCREEN: // print
						case SDLK_KP_MULTIPLY: // screen
						{
							char buf[256];
							const time_t t = time(0);
							struct tm *_tm = localtime(&t);
							strftime(buf, sizeof(buf), "screenshot-%Y%m%d-%H%M%S.png", _tm);
							Graphics::ScreendumpState sd;
							Pi::renderer->Screendump(sd);
							write_screenshot(sd, buf);
							break;
						}
#if WITH_DEVKEYS
						case SDLK_i: // Toggle Debug info
							Pi::showDebugInfo = !Pi::showDebugInfo;
							break;

#ifdef PIONEER_PROFILER
						case SDLK_p: // alert it that we want to profile
							if (KeyState(SDLK_LSHIFT) || KeyState(SDLK_RSHIFT))
								Pi::doProfileOne = true;
							else {
								Pi::doProfileSlow = !Pi::doProfileSlow;
								Output("slow frame profiling %s\n", Pi::doProfileSlow ? "enabled" : "disabled");
							}
							break;
#endif

						case SDLK_F12:
						{
							if(Pi::game) {
								vector3d dir = -Pi::player->GetOrient().VectorZ();
								/* add test object */
								if (KeyState(SDLK_RSHIFT)) {
									Missile *missile =
										new Missile(ShipType::MISSILE_GUIDED, Pi::player);
									missile->SetOrient(Pi::player->GetOrient());
									missile->SetFrame(Pi::player->GetFrame());
									missile->SetPosition(Pi::player->GetPosition()+50.0*dir);
									missile->SetVelocity(Pi::player->GetVelocity());
									game->GetSpace()->AddBody(missile);
									missile->AIKamikaze(Pi::player->GetCombatTarget());
								} else if (KeyState(SDLK_LSHIFT)) {
									SpaceStation *s = static_cast<SpaceStation*>(Pi::player->GetNavTarget());
									if (s) {
										Ship *ship = new Ship(ShipType::POLICE);
										int port = s->GetFreeDockingPort(ship);
										if (port != -1) {
											Output("Putting ship into station\n");
											// Make police ship intent on killing the player
											ship->AIKill(Pi::player);
											ship->SetFrame(Pi::player->GetFrame());
											ship->SetDockedWith(s, port);
											game->GetSpace()->AddBody(ship);
										} else {
											delete ship;
											Output("No docking ports free dude\n");
										}
									} else {
											Output("Select a space station...\n");
									}
								} else {
									Ship *ship = new Ship(ShipType::POLICE);
									if( KeyState(SDLK_LCTRL) )
										ship->AIFlyTo(Pi::player);	// a less lethal option
									else
										ship->AIKill(Pi::player);	// a really lethal option!
									lua_State *l = Lua::manager->GetLuaState();
									pi_lua_import(l, "Equipment");
									LuaTable equip(l, -1);
									LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("laser").Sub("pulsecannon_dual_1mw"));
									LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("misc").Sub("laser_cooling_booster"));
									LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("misc").Sub("atmospheric_shielding"));
									lua_pop(l, 5);
									ship->SetFrame(Pi::player->GetFrame());
									ship->SetPosition(Pi::player->GetPosition()+100.0*dir);
									ship->SetVelocity(Pi::player->GetVelocity());
									ship->UpdateEquipStats();
									game->GetSpace()->AddBody(ship);
								}
							}
							break;
						}
#endif /* DEVKEYS */
#if WITH_OBJECTVIEWER
						case SDLK_F10:
							Pi::SetView(Pi::game->GetObjectViewerView());
							break;
#endif
						case SDLK_F11:
							// XXX only works on X11
							//SDL_WM_ToggleFullScreen(Pi::scrSurface);
#if WITH_DEVKEYS
							renderer->ReloadShaders();
#endif
							break;
						case SDLK_F9: // Quicksave
						{
							if(Pi::game) {
								if (Pi::game->IsHyperspace())
									Pi::game->log->Add(Lang::CANT_SAVE_IN_HYPERSPACE);

								else {
									const std::string name = "_quicksave";
									const std::string path = FileSystem::JoinPath(GetSaveDir(), name);
									try {
										Game::SaveGame(name, Pi::game);
										Pi::game->log->Add(Lang::GAME_SAVED_TO + path);
									} catch (CouldNotOpenFileException) {
										Pi::game->log->Add(stringf(Lang::COULD_NOT_OPEN_FILENAME, formatarg("path", path)));
									}
									catch (CouldNotWriteToFileException) {
										Pi::game->log->Add(Lang::GAME_SAVE_CANNOT_WRITE);
									}
								}
							}
							break;
						}
						default:
							break; // This does nothing but it stops the compiler warnings
					}
				}
				Pi::keyState[event.key.keysym.sym] = true;
				Pi::keyModState = event.key.keysym.mod;
				Pi::onKeyPress.emit(&event.key.keysym);
				break;
			case SDL_KEYUP:
				Pi::keyState[event.key.keysym.sym] = false;
				Pi::keyModState = event.key.keysym.mod;
				Pi::onKeyRelease.emit(&event.key.keysym);
				break;
			case SDL_MOUSEBUTTONDOWN:
				if (event.button.button < COUNTOF(Pi::mouseButton)) {
					Pi::mouseButton[event.button.button] = 1;
					Pi::onMouseButtonDown.emit(event.button.button,
							event.button.x, event.button.y);
				}
				break;
			case SDL_MOUSEBUTTONUP:
				if (event.button.button < COUNTOF(Pi::mouseButton)) {
					Pi::mouseButton[event.button.button] = 0;
					Pi::onMouseButtonUp.emit(event.button.button,
							event.button.x, event.button.y);
				}
				break;
			case SDL_MOUSEWHEEL:
				Pi::onMouseWheel.emit(event.wheel.y > 0); // true = up
				break;
			case SDL_MOUSEMOTION:
				Pi::mouseMotion[0] += event.motion.xrel;
				Pi::mouseMotion[1] += event.motion.yrel;
		//		SDL_GetRelativeMouseState(&Pi::mouseMotion[0], &Pi::mouseMotion[1]);
				break;
			case SDL_JOYAXISMOTION:
				if (!joysticks[event.jaxis.which].joystick)
					break;
				if (event.jaxis.value == -32768)
					joysticks[event.jaxis.which].axes[event.jaxis.axis] = 1.f;
				else
					joysticks[event.jaxis.which].axes[event.jaxis.axis] = -event.jaxis.value / 32767.f;
				break;
			case SDL_JOYBUTTONUP:
			case SDL_JOYBUTTONDOWN:
				if (!joysticks[event.jaxis.which].joystick)
					break;
				joysticks[event.jbutton.which].buttons[event.jbutton.button] = event.jbutton.state != 0;
				break;
			case SDL_JOYHATMOTION:
				if (!joysticks[event.jaxis.which].joystick)
					break;
				joysticks[event.jhat.which].hats[event.jhat.hat] = event.jhat.value;
				break;
		}
	}
}
Beispiel #6
0
void Ship::StaticUpdate(const float timeStep)
{
	// do player sounds before dead check, so they also turn off
	if (IsType(Object::PLAYER)) DoThrusterSounds();

	if (IsDead()) return;

	if (m_controller) m_controller->StaticUpdate(timeStep);

	if (GetHullTemperature() > 1.0)
		Explode();

	UpdateAlertState();

	/* FUEL SCOOPING!!!!!!!!! */
	int capacity = 0;
	Properties().Get("fuel_scoop_cap", capacity);
	if (m_flightState == FLYING && capacity > 0) {
		Body *astro = GetFrame()->GetBody();
		if (astro && astro->IsType(Object::PLANET)) {
			Planet *p = static_cast<Planet*>(astro);
			if (p->GetSystemBody()->IsScoopable()) {
				double dist = GetPosition().Length();
				double pressure, density;
				p->GetAtmosphericState(dist, &pressure, &density);

				double speed = GetVelocity().Length();
				vector3d vdir = GetVelocity().Normalized();
				vector3d pdir = -GetOrient().VectorZ();
				double dot = vdir.Dot(pdir);
				if ((m_stats.free_capacity) && (dot > 0.95) && (speed > 2000.0) && (density > 1.0)) {
					double rate = speed*density*0.00000333f*double(capacity);
					if (Pi::rng.Double() < rate) {
						lua_State *l = Lua::manager->GetLuaState();
						pi_lua_import(l, "Equipment");
						LuaTable hydrogen = LuaTable(l, -1).Sub("cargo").Sub("hydrogen");
						LuaObject<Ship>::CallMethod(this, "AddEquip", hydrogen);
						UpdateEquipStats();
						if (this->IsType(Object::PLAYER)) {
							Pi::game->log->Add(stringf(Lang::FUEL_SCOOP_ACTIVE_N_TONNES_H_COLLECTED,
									formatarg("quantity", LuaObject<Ship>::CallMethod<int>(this, "CountEquip", hydrogen))));
						}
						lua_pop(l, 3);
					}
				}
			}
		}
	}

	// Cargo bay life support
	capacity = 0;
	Properties().Get("cargo_life_support_cap", capacity);
	if (!capacity) {
		// Hull is pressure-sealed, it just doesn't provide
		// temperature regulation and breathable atmosphere

		// kill stuff roughly every 5 seconds
		if ((!m_dockedWith) && (5.0*Pi::rng.Double() < timeStep)) {
			std::string t(Pi::rng.Int32(2) ? "live_animals" : "slaves");

			lua_State *l = Lua::manager->GetLuaState();
			pi_lua_import(l, "Equipment");
			LuaTable cargo = LuaTable(l, -1).Sub("cargo");
			if (LuaObject<Ship>::CallMethod<int>(this, "RemoveEquip", cargo.Sub(t))) {
				LuaObject<Ship>::CallMethod<int>(this, "AddEquip", cargo.Sub("fertilizer"));
				if (this->IsType(Object::PLAYER)) {
					Pi::game->log->Add(Lang::CARGO_BAY_LIFE_SUPPORT_LOST);
				}
				lua_pop(l, 4);
			}
			else
				lua_pop(l, 3);
		}
	}

	if (m_flightState == FLYING)
		m_launchLockTimeout -= timeStep;
	if (m_launchLockTimeout < 0) m_launchLockTimeout = 0;
	if (m_flightState == JUMPING || m_flightState == HYPERSPACE)
		m_launchLockTimeout = 0;

	// lasers
	for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) {
		m_gun[i].recharge -= timeStep;
		float rateCooling = 0.01f;
		float cooler = 1.0f;
		Properties().Get("laser_cooler_cap", cooler);
		rateCooling *= cooler;
		m_gun[i].temperature -= rateCooling*timeStep;
		if (m_gun[i].temperature < 0.0f) m_gun[i].temperature = 0;
		if (m_gun[i].recharge < 0.0f) m_gun[i].recharge = 0;

		if (!m_gun[i].state) continue;
		if (m_gun[i].recharge > 0.0f) continue;
		if (m_gun[i].temperature > 1.0) continue;

		FireWeapon(i);
	}

	if (m_ecmRecharge > 0.0f) {
		m_ecmRecharge = std::max(0.0f, m_ecmRecharge - timeStep);
	}

	if (m_shieldCooldown > 0.0f) {
		m_shieldCooldown = std::max(0.0f, m_shieldCooldown - timeStep);
	}

	if (m_stats.shield_mass_left < m_stats.shield_mass) {
		// 250 second recharge
		float recharge_rate = 0.004f;
		float booster = 1.0f;
		Properties().Get("shield_energy_booster_cap", booster);
		recharge_rate *= booster;
		m_stats.shield_mass_left = Clamp(m_stats.shield_mass_left + m_stats.shield_mass * recharge_rate * timeStep, 0.0f, m_stats.shield_mass);
		Properties().Set("shieldMassLeft", m_stats.shield_mass_left);
	}

	if (m_wheelTransition) {
		m_wheelState += m_wheelTransition*0.3f*timeStep;
		m_wheelState = Clamp(m_wheelState, 0.0f, 1.0f);
		if (is_equal_exact(m_wheelState, 0.0f) || is_equal_exact(m_wheelState, 1.0f))
			m_wheelTransition = 0;
	}

	if (m_testLanded) TestLanded();

	capacity = 0;
	Properties().Get("hull_autorepair_cap", capacity);
	if (capacity) {
		m_stats.hull_mass_left = std::min(m_stats.hull_mass_left + 0.1f*timeStep, float(m_type->hullMass));
		Properties().Set("hullMassLeft", m_stats.hull_mass_left);
		Properties().Set("hullPercent", 100.0f * (m_stats.hull_mass_left / float(m_type->hullMass)));
	}

	// After calling StartHyperspaceTo this Ship must not spawn objects
	// holding references to it (eg missiles), as StartHyperspaceTo
	// removes the ship from Space::bodies and so the missile will not
	// have references to this cleared by NotifyRemoved()
	if (m_hyperspace.now) {
		m_hyperspace.now = false;
		EnterHyperspace();
	}

	if (m_hyperspace.countdown > 0.0f) {
		// Check the Lua function
		bool abort = false;
		lua_State * l = m_hyperspace.checks.GetLua();
		if (l) {
			m_hyperspace.checks.PushCopyToStack();
			if (lua_isfunction(l, -1)) {
				lua_call(l, 0, 1);
				abort = !lua_toboolean(l, -1);
				lua_pop(l, 1);
			}
		}
		if (abort) {
			AbortHyperjump();
		} else {
			m_hyperspace.countdown = m_hyperspace.countdown - timeStep;
			if (!abort && m_hyperspace.countdown <= 0.0f) {
				m_hyperspace.countdown = 0;
				m_hyperspace.now = true;
				SetFlightState(JUMPING);

				// We have to fire it here, because the event isn't actually fired until
				// after the whole physics update, which means the flight state on next
				// step would be HYPERSPACE, thus breaking quite a few things.
				LuaEvent::Queue("onLeaveSystem", this);
			}
		}
	}

	//Add smoke trails for missiles on thruster state
	static double s_timeAccum = 0.0;
	s_timeAccum += timeStep;
	if (m_type->tag == ShipType::TAG_MISSILE && !is_equal_exact(m_thrusters.LengthSqr(), 0.0) && (s_timeAccum > 4 || 0.1*Pi::rng.Double() < timeStep)) {
		s_timeAccum = 0.0;
		const vector3d pos = GetOrient() * vector3d(0, 0 , 5);
		const float speed = std::min(10.0*GetVelocity().Length()*std::max(1.0,fabs(m_thrusters.z)),100.0);
		SfxManager::AddThrustSmoke(this, speed, pos);
	}
}
Beispiel #7
0
void Pi::HandleKeyDown(SDL_Keysym *key)
{
	if (key->sym == SDLK_ESCAPE) {
		if (Pi::game) {
			// only accessible once game started
			HandleEscKey();
		}
		return;
	}
	const bool CTRL = input.KeyState(SDLK_LCTRL) || input.KeyState(SDLK_RCTRL);

	// special keys.
	if (CTRL) {
		switch (key->sym) {
		case SDLK_q: // Quit
			Pi::RequestQuit();
			break;
		case SDLK_PRINTSCREEN: // print
		case SDLK_KP_MULTIPLY: // screen
		{
			char buf[256];
			const time_t t = time(0);
			struct tm *_tm = localtime(&t);
			strftime(buf, sizeof(buf), "screenshot-%Y%m%d-%H%M%S.png", _tm);
			Graphics::ScreendumpState sd;
			Pi::renderer->Screendump(sd);
			write_screenshot(sd, buf);
			break;
		}

		case SDLK_SCROLLLOCK: // toggle video recording
			Pi::isRecordingVideo = !Pi::isRecordingVideo;
			if (Pi::isRecordingVideo) {
				char videoName[256];
				const time_t t = time(0);
				struct tm *_tm = localtime(&t);
				strftime(videoName, sizeof(videoName), "pioneer-%Y%m%d-%H%M%S", _tm);
				const std::string dir = "videos";
				FileSystem::userFiles.MakeDirectory(dir);
				const std::string fname = FileSystem::JoinPathBelow(FileSystem::userFiles.GetRoot() + "/" + dir, videoName);
				Output("Video Recording started to %s.\n", fname.c_str());
				// start ffmpeg telling it to expect raw rgba 720p-60hz frames
				// -i - tells it to read frames from stdin
				// if given no frame rate (-r 60), it will just use vfr
				char cmd[256] = { 0 };
				snprintf(cmd, sizeof(cmd), "ffmpeg -f rawvideo -pix_fmt rgba -s %dx%d -i - -threads 0 -preset fast -y -pix_fmt yuv420p -crf 21 -vf vflip %s.mp4", config->Int("ScrWidth"), config->Int("ScrHeight"), fname.c_str());

				// open pipe to ffmpeg's stdin in binary write mode
#if defined(_MSC_VER) || defined(__MINGW32__)
				Pi::ffmpegFile = _popen(cmd, "wb");
#else
				Pi::ffmpegFile = _popen(cmd, "w");
#endif
			} else {
				Output("Video Recording ended.\n");
				if (Pi::ffmpegFile != nullptr) {
					_pclose(Pi::ffmpegFile);
					Pi::ffmpegFile = nullptr;
				}
			}
			break;
#if WITH_DEVKEYS
		case SDLK_i: // Toggle Debug info
			Pi::showDebugInfo = !Pi::showDebugInfo;
			break;

#ifdef PIONEER_PROFILER
		case SDLK_p: // alert it that we want to profile
			if (input.KeyState(SDLK_LSHIFT) || input.KeyState(SDLK_RSHIFT))
				Pi::doProfileOne = true;
			else {
				Pi::doProfileSlow = !Pi::doProfileSlow;
				Output("slow frame profiling %s\n", Pi::doProfileSlow ? "enabled" : "disabled");
			}
			break;
#endif

		case SDLK_F12: {
			if (Pi::game) {
				vector3d dir = -Pi::player->GetOrient().VectorZ();
				/* add test object */
				if (input.KeyState(SDLK_RSHIFT)) {
					Missile *missile =
						new Missile(ShipType::MISSILE_GUIDED, Pi::player);
					missile->SetOrient(Pi::player->GetOrient());
					missile->SetFrame(Pi::player->GetFrame());
					missile->SetPosition(Pi::player->GetPosition() + 50.0 * dir);
					missile->SetVelocity(Pi::player->GetVelocity());
					game->GetSpace()->AddBody(missile);
					missile->AIKamikaze(Pi::player->GetCombatTarget());
				} else if (input.KeyState(SDLK_LSHIFT)) {
					SpaceStation *s = static_cast<SpaceStation *>(Pi::player->GetNavTarget());
					if (s) {
						Ship *ship = new Ship(ShipType::POLICE);
						int port = s->GetFreeDockingPort(ship);
						if (port != -1) {
							Output("Putting ship into station\n");
							// Make police ship intent on killing the player
							ship->AIKill(Pi::player);
							ship->SetFrame(Pi::player->GetFrame());
							ship->SetDockedWith(s, port);
							game->GetSpace()->AddBody(ship);
						} else {
							delete ship;
							Output("No docking ports free dude\n");
						}
					} else {
						Output("Select a space station...\n");
					}
				} else {
					Ship *ship = new Ship(ShipType::POLICE);
					if (!input.KeyState(SDLK_LALT)) { //Left ALT = no AI
						if (!input.KeyState(SDLK_LCTRL))
							ship->AIFlyTo(Pi::player); // a less lethal option
						else
							ship->AIKill(Pi::player); // a really lethal option!
					}
					lua_State *l = Lua::manager->GetLuaState();
					pi_lua_import(l, "Equipment");
					LuaTable equip(l, -1);
					LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("laser").Sub("pulsecannon_dual_1mw"));
					LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("misc").Sub("laser_cooling_booster"));
					LuaObject<Ship>::CallMethod<>(ship, "AddEquip", equip.Sub("misc").Sub("atmospheric_shielding"));
					lua_pop(l, 5);
					ship->SetFrame(Pi::player->GetFrame());
					ship->SetPosition(Pi::player->GetPosition() + 100.0 * dir);
					ship->SetVelocity(Pi::player->GetVelocity());
					ship->UpdateEquipStats();
					game->GetSpace()->AddBody(ship);
				}
			}
			break;
		}
#endif /* DEVKEYS */
#if WITH_OBJECTVIEWER
		case SDLK_F10:
			Pi::SetView(Pi::game->GetObjectViewerView());
			break;
#endif
		case SDLK_F11:
			// XXX only works on X11
			//SDL_WM_ToggleFullScreen(Pi::scrSurface);
#if WITH_DEVKEYS
			renderer->ReloadShaders();
#endif
			break;
		case SDLK_F9: // Quicksave
		{
			if (Pi::game) {
				if (Pi::game->IsHyperspace())
					Pi::game->log->Add(Lang::CANT_SAVE_IN_HYPERSPACE);

				else {
					const std::string name = "_quicksave";
					const std::string path = FileSystem::JoinPath(GetSaveDir(), name);
					try {
						Game::SaveGame(name, Pi::game);
						Pi::game->log->Add(Lang::GAME_SAVED_TO + path);
					} catch (CouldNotOpenFileException) {
						Pi::game->log->Add(stringf(Lang::COULD_NOT_OPEN_FILENAME, formatarg("path", path)));
					} catch (CouldNotWriteToFileException) {
						Pi::game->log->Add(Lang::GAME_SAVE_CANNOT_WRITE);
					}
				}
			}
			break;
		}
		default:
			break; // This does nothing but it stops the compiler warnings
		}
	}
}
Beispiel #8
0
static void LuaInit()
{
	LuaObject<PropertiedObject>::RegisterClass();

	LuaObject<Body>::RegisterClass();
	LuaObject<Ship>::RegisterClass();
	LuaObject<SpaceStation>::RegisterClass();
	LuaObject<Planet>::RegisterClass();
	LuaObject<Star>::RegisterClass();
	LuaObject<Player>::RegisterClass();
	LuaObject<Missile>::RegisterClass();
	LuaObject<CargoBody>::RegisterClass();
	LuaObject<ModelBody>::RegisterClass();
	LuaObject<HyperspaceCloud>::RegisterClass();

	LuaObject<StarSystem>::RegisterClass();
	LuaObject<SystemPath>::RegisterClass();
	LuaObject<SystemBody>::RegisterClass();
	LuaObject<Random>::RegisterClass();
	LuaObject<Faction>::RegisterClass();

	Pi::luaSerializer = new LuaSerializer();
	Pi::luaTimer = new LuaTimer();

	LuaObject<LuaSerializer>::RegisterClass();
	LuaObject<LuaTimer>::RegisterClass();

	LuaConstants::Register(Lua::manager->GetLuaState());
	LuaLang::Register();
	LuaEngine::Register();
	LuaInput::Register();
	LuaFileSystem::Register();
	LuaJson::Register();
#ifdef ENABLE_SERVER_AGENT
	LuaServerAgent::Register();
#endif
	LuaGame::Register();
	LuaComms::Register();
	LuaFormat::Register();
	LuaSpace::Register();
	LuaShipDef::Register();
	LuaMusic::Register();
	LuaDev::Register();
	LuaConsole::Register();
	LuaVector::Register(Lua::manager->GetLuaState());
	LuaVector2::Register(Lua::manager->GetLuaState());

	// XXX sigh
	UI::Lua::Init();
	GameUI::Lua::Init();
	SceneGraph::Lua::Init();

	LuaObject<PiGui>::RegisterClass();

	// XXX load everything. for now, just modules
	lua_State *l = Lua::manager->GetLuaState();
	pi_lua_import(l, "libs/autoload.lua", true);
	pi_lua_import_recursive(l, "ui");
	pi_lua_import(l, "pigui/pigui.lua", true);
	pi_lua_import(l, "pigui/game.lua", true);
	pi_lua_import(l, "pigui/init.lua", true);
	pi_lua_import(l, "pigui/mainmenu.lua", true);
	pi_lua_import_recursive(l, "pigui/modules");
	pi_lua_import_recursive(l, "pigui/views");
	pi_lua_import_recursive(l, "modules");

	Pi::luaNameGen = new LuaNameGen(Lua::manager);
}
Beispiel #9
0
void LuaShipDef::Register()
{
	lua_State *l = Lua::manager->GetLuaState();

	LUA_DEBUG_START(l);

	lua_newtable(l);

	for (auto iter : ShipType::types)
	{
		const ShipType &st = iter.second;
		lua_newtable(l);

		pi_lua_settable(l, "id",                iter.first.c_str());
		pi_lua_settable(l, "name",              st.name.c_str());
		pi_lua_settable(l, "shipClass",         st.shipClass.c_str());
		pi_lua_settable(l, "manufacturer",      st.manufacturer.c_str());
		pi_lua_settable(l, "modelName",         st.modelName.c_str());
		pi_lua_settable(l, "cockpitName",		st.cockpitName.c_str());
		pi_lua_settable(l, "tag",               EnumStrings::GetString("ShipTypeTag", st.tag));
		pi_lua_settable(l, "angularThrust",     st.angThrust);
		pi_lua_settable(l, "capacity",          st.capacity);
		pi_lua_settable(l, "hullMass",          st.hullMass);
		pi_lua_settable(l, "fuelTankMass",      st.fuelTankMass);
		pi_lua_settable(l, "basePrice",         st.baseprice);
		pi_lua_settable(l, "minCrew",           st.minCrew);
		pi_lua_settable(l, "maxCrew",           st.maxCrew);
		pi_lua_settable(l, "hyperdriveClass",   st.hyperdriveClass);
		pi_lua_settable(l, "effectiveExhaustVelocity", st.effectiveExhaustVelocity);
		pi_lua_settable(l, "thrusterFuelUse",   st.GetFuelUseRate());

		lua_newtable(l);
		for (int t = Thruster::THRUSTER_REVERSE; t < Thruster::THRUSTER_MAX; t++)
			pi_lua_settable(l, EnumStrings::GetString("ShipTypeThruster", t), st.linThrust[t]);
		pi_lua_readonly_table_proxy(l, -1);
		lua_setfield(l, -3, "linearThrust");
		lua_pop(l, 1);

		lua_newtable(l);
		for (auto it = st.slots.cbegin(); it != st.slots.cend(); ++it) {
			pi_lua_settable(l, it->first.c_str(), it->second);
		}
		pi_lua_readonly_table_proxy(l, -1);
		luaL_getmetafield(l, -1, "__index");
		if (!lua_getmetatable(l, -1)) {
			lua_newtable(l);
		}
		pi_lua_import(l, "EquipSet");
		luaL_getsubtable(l, -1, "default");
		lua_setfield(l, -3, "__index");
		lua_pop(l, 1);
		lua_setmetatable(l, -2);
		lua_pop(l, 1);
		lua_setfield(l, -3, "equipSlotCapacity");
		lua_pop(l, 1);

		lua_newtable(l);
		for (auto it = st.roles.cbegin(); it != st.roles.cend(); ++it) {
			pi_lua_settable(l, it->first.c_str(), it->second);
		}
		pi_lua_readonly_table_proxy(l, -1);
		lua_setfield(l, -3, "roles");
		lua_pop(l, 1);

		pi_lua_readonly_table_proxy(l, -1);
		lua_setfield(l, -3, iter.first.c_str());
		lua_pop(l, 1);
	}

	lua_getfield(l, LUA_REGISTRYINDEX, "CoreImports");
	pi_lua_readonly_table_proxy(l, -2);
	lua_setfield(l, -2, "ShipDef");
	lua_pop(l, 2);

	LUA_DEBUG_END(l, 0);
}