コード例 #1
0
ファイル: lua_blockmaplib.c プロジェクト: STJr/SRB2
// Helper function for "objects" search
static UINT8 lib_searchBlockmap_Objects(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
{
	mobj_t *mobj, *bnext = NULL;

	if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
		return 0;

	// Check interaction with the objects in the blockmap.
	for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = bnext)
	{
		P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed!
		if (mobj == thing)
			continue; // our thing just found itself, so move on
		lua_pushvalue(L, 1); // push function
		LUA_PushUserdata(L, thing, META_MOBJ);
		LUA_PushUserdata(L, mobj, META_MOBJ);
		if (lua_pcall(gL, 2, 1, 0)) {
			if (!blockfuncerror || cv_debug & DBG_LUA)
				CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
			lua_pop(gL, 1);
			blockfuncerror = true;
			return 0; // *shrugs*
		}
		if (!lua_isnil(gL, -1))
		{ // if nil, continue
			if (lua_toboolean(gL, -1))
				return 2; // stop whole search
			else
				return 1; // stop block search
		}
		lua_pop(gL, 1);
		if (P_MobjWasRemoved(thing) // func just popped our thing, cannot continue.
		|| (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue.
		{
			P_SetTarget(&bnext, NULL);
			return (P_MobjWasRemoved(thing)) ? 2 : 1;
		}
	}
	return 0;
}
コード例 #2
0
ファイル: lua_mobjlib.c プロジェクト: ZilverXZX/SRB2
static int mobj_get(lua_State *L)
{
	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
	enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt);
	lua_settop(L, 2);

	if (!mo) {
		if (field == mobj_valid) {
			lua_pushboolean(L, 0);
			return 1;
		}
		return LUA_ErrInvalid(L, "mobj_t");
	}

	switch(field)
	{
	case mobj_valid:
		lua_pushboolean(L, 1);
		break;
	case mobj_x:
		lua_pushinteger(L, mo->x);
		break;
	case mobj_y:
		lua_pushinteger(L, mo->y);
		break;
	case mobj_z:
		lua_pushinteger(L, mo->z);
		break;
	case mobj_snext:
		LUA_PushUserdata(L, mo->snext, META_MOBJ);
		break;
	case mobj_sprev:
		// sprev is actually the previous mobj's snext pointer,
		// or the subsector->sector->thing_list if there is no previous mobj,
		// i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included.
		return UNIMPLEMENTED;
	case mobj_angle:
		lua_pushinteger(L, mo->angle);
		break;
	case mobj_sprite:
		lua_pushinteger(L, mo->sprite);
		break;
	case mobj_frame:
		lua_pushinteger(L, mo->frame);
		break;
	case mobj_touching_sectorlist:
		return UNIMPLEMENTED;
	case mobj_subsector:
		LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR);
		break;
	case mobj_floorz:
		lua_pushinteger(L, mo->floorz);
		break;
	case mobj_ceilingz:
		lua_pushinteger(L, mo->ceilingz);
		break;
	case mobj_radius:
		lua_pushinteger(L, mo->radius);
		break;
	case mobj_height:
		lua_pushinteger(L, mo->height);
		break;
	case mobj_momx:
		lua_pushinteger(L, mo->momx);
		break;
	case mobj_momy:
		lua_pushinteger(L, mo->momy);
		break;
	case mobj_momz:
		lua_pushinteger(L, mo->momz);
		break;
	case mobj_pmomz:
		lua_pushinteger(L, mo->pmomz);
		break;
	case mobj_tics:
		lua_pushinteger(L, mo->tics);
		break;
	case mobj_state: // state number, not struct
		lua_pushinteger(L, mo->state-states);
		break;
	case mobj_flags:
		lua_pushinteger(L, mo->flags);
		break;
	case mobj_flags2:
		lua_pushinteger(L, mo->flags2);
		break;
	case mobj_eflags:
		lua_pushinteger(L, mo->eflags);
		break;
	case mobj_skin: // skin name or nil, not struct
		if (!mo->skin)
			return 0;
		lua_pushstring(L, ((skin_t *)mo->skin)->name);
		break;
	case mobj_color:
		lua_pushinteger(L, mo->color);
		break;
	case mobj_bnext:
		LUA_PushUserdata(L, mo->bnext, META_MOBJ);
		break;
	case mobj_bprev:
		// bprev -- same deal as sprev above, but for the blockmap.
		return UNIMPLEMENTED;
	case mobj_hnext:
		LUA_PushUserdata(L, mo->hnext, META_MOBJ);
		break;
	case mobj_hprev:
		// implimented differently from sprev and bprev because SSNTails.
		LUA_PushUserdata(L, mo->hprev, META_MOBJ);
		break;
	case mobj_type:
		lua_pushinteger(L, mo->type);
		break;
	case mobj_info:
		LUA_PushUserdata(L, &mobjinfo[mo->type], META_MOBJINFO);
		break;
	case mobj_health:
		lua_pushinteger(L, mo->health);
		break;
	case mobj_movedir:
		lua_pushinteger(L, mo->movedir);
		break;
	case mobj_movecount:
		lua_pushinteger(L, mo->movecount);
		break;
	case mobj_target:
		if (mo->target && P_MobjWasRemoved(mo->target))
		{ // don't put invalid mobj back into Lua.
			P_SetTarget(&mo->target, NULL);
			return 0;
		}
		LUA_PushUserdata(L, mo->target, META_MOBJ);
		break;
	case mobj_reactiontime:
		lua_pushinteger(L, mo->reactiontime);
		break;
	case mobj_threshold:
		lua_pushinteger(L, mo->threshold);
		break;
	case mobj_player:
		LUA_PushUserdata(L, mo->player, META_PLAYER);
		break;
	case mobj_lastlook:
		lua_pushinteger(L, mo->lastlook);
		break;
	case mobj_spawnpoint:
		LUA_PushUserdata(L, mo->spawnpoint, META_MAPTHING);
		break;
	case mobj_tracer:
		if (mo->tracer && P_MobjWasRemoved(mo->tracer))
		{ // don't put invalid mobj back into Lua.
			P_SetTarget(&mo->tracer, NULL);
			return 0;
		}
		LUA_PushUserdata(L, mo->tracer, META_MOBJ);
		break;
	case mobj_friction:
		lua_pushinteger(L, mo->friction);
		break;
	case mobj_movefactor:
		lua_pushinteger(L, mo->movefactor);
		break;
	case mobj_fuse:
		lua_pushinteger(L, mo->fuse);
		break;
	case mobj_watertop:
		lua_pushinteger(L, mo->watertop);
		break;
	case mobj_waterbottom:
		lua_pushinteger(L, mo->waterbottom);
		break;
	case mobj_mobjnum:
		// mobjnum is a networking thing generated for $$$.sav
		// and therefore shouldn't be used by Lua.
		return UNIMPLEMENTED;
	case mobj_scale:
		lua_pushinteger(L, mo->scale);
		break;
	case mobj_destscale:
		lua_pushinteger(L, mo->destscale);
		break;
	case mobj_scalespeed:
		lua_pushinteger(L, mo->scalespeed);
		break;
	case mobj_extravalue1:
		lua_pushinteger(L, mo->extravalue1);
		break;
	case mobj_extravalue2:
		lua_pushinteger(L, mo->extravalue2);
		break;
	case mobj_cusval:
		lua_pushinteger(L, mo->cusval);
		break;
	case mobj_cvmem:
		lua_pushinteger(L, mo->cvmem);
		break;
	default: // extra custom variables in Lua memory
		lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
		I_Assert(lua_istable(L, -1));
		lua_pushlightuserdata(L, mo);
		lua_rawget(L, -2);
		if (!lua_istable(L, -1)) { // no extra values table
			CONS_Debug(DBG_LUA, M_GetText("'%s' has no extvars table or field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2));
			return 0;
		}
		lua_pushvalue(L, 2); // field name
		lua_gettable(L, -2);
		if (lua_isnil(L, -1)) // no value for this field
			CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "mobj_t", lua_tostring(L, 2));
		break;
	}
	return 1;
}
コード例 #3
0
ファイル: lua_blockmaplib.c プロジェクト: STJr/SRB2
// Helper function for "lines" search
static UINT8 lib_searchBlockmap_Lines(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
{
	INT32 offset;
	const INT32 *list; // Big blockmap
#ifdef POLYOBJECTS
	polymaplink_t *plink; // haleyjd 02/22/06
#endif
	line_t *ld;

	if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
		return 0;

	offset = y*bmapwidth + x;

#ifdef POLYOBJECTS
	// haleyjd 02/22/06: consider polyobject lines
	plink = polyblocklinks[offset];

	while (plink)
	{
		polyobj_t *po = plink->po;

		if (po->validcount != validcount) // if polyobj hasn't been checked
		{
			size_t i;
			po->validcount = validcount;

			for (i = 0; i < po->numLines; ++i)
			{
				if (po->lines[i]->validcount == validcount) // line has been checked
					continue;
				po->lines[i]->validcount = validcount;

				lua_pushvalue(L, 1);
				LUA_PushUserdata(L, thing, META_MOBJ);
				LUA_PushUserdata(L, po->lines[i], META_LINE);
				if (lua_pcall(gL, 2, 1, 0)) {
					if (!blockfuncerror || cv_debug & DBG_LUA)
						CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
					lua_pop(gL, 1);
					blockfuncerror = true;
					return 0; // *shrugs*
				}
				if (!lua_isnil(gL, -1))
				{ // if nil, continue
					if (lua_toboolean(gL, -1))
						return 2; // stop whole search
					else
						return 1; // stop block search
				}
				lua_pop(gL, 1);
				if (P_MobjWasRemoved(thing))
					return 2;
			}
		}
		plink = (polymaplink_t *)(plink->link.next);
	}
#endif

	offset = *(blockmap + offset); // offset = blockmap[y*bmapwidth+x];

	// First index is really empty, so +1 it.
	for (list = blockmaplump + offset + 1; *list != -1; list++)
	{
		ld = &lines[*list];

		if (ld->validcount == validcount)
			continue; // Line has already been checked.

		ld->validcount = validcount;

		lua_pushvalue(L, 1);
		LUA_PushUserdata(L, thing, META_MOBJ);
		LUA_PushUserdata(L, ld, META_LINE);
		if (lua_pcall(gL, 2, 1, 0)) {
			if (!blockfuncerror || cv_debug & DBG_LUA)
				CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
			lua_pop(gL, 1);
			blockfuncerror = true;
			return 0; // *shrugs*
		}
		if (!lua_isnil(gL, -1))
		{ // if nil, continue
			if (lua_toboolean(gL, -1))
				return 2; // stop whole search
			else
				return 1; // stop block search
		}
		lua_pop(gL, 1);
		if (P_MobjWasRemoved(thing))
			return 2;
	}
	return 0; // Everything was checked.
}
コード例 #4
0
ファイル: lua_blockmaplib.c プロジェクト: STJr/SRB2
// The searchBlockmap function
// arguments: searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])
// return value:
//   true = search completely uninteruppted,
//   false = searching of at least one block stopped mid-way (including if the whole search was stopped)
static int lib_searchBlockmap(lua_State *L)
{
	int searchtype = luaL_checkoption(L, 1, "objects", search_opt);
	int n;
	mobj_t *mobj;
	INT32 xl, xh, yl, yh, bx, by;
	fixed_t x1, x2, y1, y2;
	boolean retval = true;
	UINT8 funcret = 0;
	blockmap_func searchFunc;

	lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
	luaL_checktype(L, 1, LUA_TFUNCTION);

	switch (searchtype)
	{
		case 0: // "objects"
		default:
			searchFunc = lib_searchBlockmap_Objects;
			break;
		case 1: // "lines"
			searchFunc = lib_searchBlockmap_Lines;
			break;
	}

	// the mobj we are searching around, the "calling" mobj we could say
	mobj = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
	if (!mobj)
		return LUA_ErrInvalid(L, "mobj_t");

	n = lua_gettop(L);

	if (n > 2) // specific x/y ranges have been supplied
	{
		if (n < 6)
			return luaL_error(L, "arguments 4 to 6 not all given (expected 4 fixed-point integers)");

		x1 = luaL_checkfixed(L, 3);
		x2 = luaL_checkfixed(L, 4);
		y1 = luaL_checkfixed(L, 5);
		y2 = luaL_checkfixed(L, 6);
	}
	else // mobj and function only - search around mobj's radius by default
	{
		fixed_t radius = mobj->radius + MAXRADIUS;
		x1 = mobj->x - radius;
		x2 = mobj->x + radius;
		y1 = mobj->y - radius;
		y2 = mobj->y + radius;
	}
	lua_settop(L, 2); // pop everything except function, mobj

	xl = (unsigned)(x1 - bmaporgx)>>MAPBLOCKSHIFT;
	xh = (unsigned)(x2 - bmaporgx)>>MAPBLOCKSHIFT;
	yl = (unsigned)(y1 - bmaporgy)>>MAPBLOCKSHIFT;
	yh = (unsigned)(y2 - bmaporgy)>>MAPBLOCKSHIFT;

	BMBOUNDFIX(xl, xh, yl, yh);

	blockfuncerror = false; // reset
	validcount++;
	for (bx = xl; bx <= xh; bx++)
		for (by = yl; by <= yh; by++)
		{
			funcret = searchFunc(L, bx, by, mobj);
			// return value of searchFunc determines searchFunc's return value and/or when to stop
			if (funcret == 2){ // stop whole search
				lua_pushboolean(L, false); // return false
				return 1;
			}
			else if (funcret == 1) // search was interrupted for this block
				retval = false; // this changes the return value, but doesn't stop the whole search
			// else don't do anything, continue as normal
			if (P_MobjWasRemoved(mobj)){ // ...unless the original object was removed
				lua_pushboolean(L, false); // in which case we have to stop now regardless
				return 1;
			}
		}
	lua_pushboolean(L, retval);
	return 1;
}
コード例 #5
0
ファイル: p_tick.c プロジェクト: ZilverXZX/SRB2
//
// P_Ticker
//
void P_Ticker(boolean run)
{
	INT32 i;

	//Increment jointime even if paused.
	for (i = 0; i < MAXPLAYERS; i++)
		if (playeringame[i])
			++players[i].jointime;

	if (objectplacing)
	{
		if (OP_FreezeObjectplace())
		{
			P_MapStart();
			OP_ObjectplaceMovement(&players[0]);
			P_MoveChaseCamera(&players[0], &camera, false);
			P_MapEnd();
			return;
		}
	}

	// Check for pause or menu up in single player
	if (paused || P_MenuActivePause())
		return;

	postimgtype = postimgtype2 = postimg_none;

	P_MapStart();

	if (run)
	{
		if (demorecording)
			G_WriteDemoTiccmd(&players[consoleplayer].cmd, 0);
		if (demoplayback)
			G_ReadDemoTiccmd(&players[consoleplayer].cmd, 0);

		for (i = 0; i < MAXPLAYERS; i++)
			if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
				P_PlayerThink(&players[i]);
	}

	// Keep track of how long they've been playing!
	totalplaytime++;

	if (!useNightsSS && G_IsSpecialStage(gamemap))
		P_DoSpecialStageStuff();

	if (runemeraldmanager)
		P_EmeraldManager(); // Power stone mode

	if (run)
	{
		P_RunThinkers();

		// Run any "after all the other thinkers" stuff
		for (i = 0; i < MAXPLAYERS; i++)
			if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
				P_PlayerAfterThink(&players[i]);

#ifdef HAVE_BLUA
		LUAh_ThinkFrame();
#endif
	}

	// Run shield positioning
	P_RunShields();

	P_UpdateSpecials();
	P_RespawnSpecials();

	// Lightning, rain sounds, etc.
	P_PrecipitationEffects();

	if (run)
		leveltime++;
	timeinmap++;

	if (G_TagGametype())
		P_DoTagStuff();

	if (G_GametypeHasTeams())
		P_DoCTFStuff();

	if (run)
	{
		if (countdowntimer && --countdowntimer <= 0)
		{
			countdowntimer = 0;
			countdowntimeup = true;
			for (i = 0; i < MAXPLAYERS; i++)
			{
				if (!playeringame[i] || players[i].spectator)
					continue;

				if (!players[i].mo)
					continue;

				P_DamageMobj(players[i].mo, NULL, NULL, 10000);
			}
		}

		if (countdown > 1)
			countdown--;

		if (countdown2)
			countdown2--;

		if (quake.time)
		{
			fixed_t ir = quake.intensity>>1;
			/// \todo Calculate distance from epicenter if set and modulate the intensity accordingly based on radius.
			quake.x = M_RandomRange(-ir,ir);
			quake.y = M_RandomRange(-ir,ir);
			quake.z = M_RandomRange(-ir,ir);
			--quake.time;
		}
		else