Exemple #1
0
void L1_IsPointInSector() {
	lua_Object xObj = lua_getparam(1);
	lua_Object yObj = lua_getparam(2);
	lua_Object zObj = lua_getparam(3);
	lua_Object nameObj = lua_getparam(4);

	if (!lua_isstring(nameObj)) {
		lua_pushnil();
		return;
	}

	const char *name = lua_getstring(nameObj);
	float x = lua_getnumber(xObj);
	float y = lua_getnumber(yObj);
	float z = lua_getnumber(zObj);
	Graphics::Vector3d pos(x, y, z);

	int numSectors = g_grim->getCurrScene()->getSectorCount();
	for (int i = 0; i < numSectors; i++) {
		Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
		if (strstr(sector->getName(), name)) {
			if (sector->isPointInSector(pos)) {
				lua_pushnumber(sector->getSectorId());
				lua_pushstring(sector->getName());
				lua_pushnumber(sector->getType());
				return;
			}
		}
	}
	lua_pushnil();
}
Exemple #2
0
void L1_IsActorInSector() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object nameObj = lua_getparam(2);
	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;
	if (!lua_isstring(nameObj)) {
		lua_pushnil();
		return;
	}

	Actor *actor = getactor(actorObj);
	const char *name = lua_getstring(nameObj);

	int numSectors = g_grim->getCurrScene()->getSectorCount();
	for (int i = 0; i < numSectors; i++) {
		Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
		if (strstr(sector->getName(), name)) {
			if (sector->isPointInSector(actor->getPos())) {
				lua_pushnumber(sector->getSectorId());
				lua_pushstring(sector->getName());
				lua_pushnumber(sector->getType());
				return;
			}
		}
	}
	lua_pushnil();
}
Exemple #3
0
Sector *Set::findPointSector(const Math::Vector3d &p, Sector::SectorType type) {
	for (int i = 0; i < _numSectors; i++) {
		Sector *sector = _sectors[i];
		if (sector && (sector->getType() & type) && sector->isVisible() && sector->isPointInSector(p))
			return sector;
	}
	return NULL;
}
Exemple #4
0
Sector *Set::getSector(const Common::String &name, const Math::Vector3d &pos) {
	for (int i = 0; i < _numSectors; i++) {
		Sector *sector = _sectors[i];
		if (strstr(sector->getName(), name.c_str()) && sector->isPointInSector(pos)) {
			return sector;
		}
	}
	return NULL;
}