Пример #1
0
bool ScriptSystem::Init()
{
	L = lua_open();
	luaL_openlibs(L);

	// Register our version of the global "print" function
	const luaL_reg global_functions [] = {
		{"print", lua_print},
		{nullptr, nullptr}
	};
	luaL_register(L, "_G", global_functions);

	luaopen_sprite(L);
	luaopen_render(L);
	luaopen_model(L);
	luaopen_camera(L);
	luaopen_animodel(L);

	return true;
}
Пример #2
0
Файл: main.c Проект: odrevet/GE
game_status state_in_game(SDL_Surface *screen, game* p_game)
{
  int i=0;
  bool done=false;

  game_status ret_code = GAME_OVER;
  SDL_Rect srcrect = {0,0,160,144};
  dstrect = set_rect(0,0,SCREEN_HEIGHT,SCREEN_WIDTH);

#ifdef USE_LUA
  lua_State *L;
  L = lua_open();
  luaopen_base(L);
  luaL_openlibs(L);
  luaopen_globals(L);
  luaopen_game(L);
  luaopen_unit(L);
  luaopen_sprite(L);
  luaopen_var(L);
  luaopen_map(L);

  //register lua functions
  lua_register(L ,"say", script_lua_unit_say);
  lua_register(L ,"unit_get_x", script_lua_unit_get_x);
  lua_register(L ,"unit_get_y", script_lua_unit_get_y);
  lua_register(L ,"unit_set_index_x", script_lua_unit_set_index_x);
  lua_register(L ,"unit_set_index_y", script_lua_unit_set_index_y);
  lua_register(L ,"event_text", script_lua_event_exec_text);
  lua_register(L ,"event_teleport", script_lua_event_exec_teleport);
  lua_register(L ,"unit_set_life", script_lua_unit_set_life);
  lua_register(L ,"unit_set_speed", script_lua_unit_set_speed);

  p_game->L = L;
  g_game = p_game;
#endif


  long timelastcall=SDL_GetTicks();

  if(map_get_current(p_game->p_map, p_game->cur_map)->music != NULL){
    char* music = strdup(map_get_current(p_game->p_map, p_game->cur_map)->music);
    Mix_Music* ingame_music = music_load(music);
    music_play(ingame_music);
  }

  message_box* p_menu = NULL;
  p_menu = menu_ingame_create(p_game);
  bool action;

  while (!done)
    {
      action = false;
      SDL_Event event;
      SDL_JoystickUpdate();
      while (SDL_PollEvent(&event)){
	switch ( event.type ){
	case SDL_QUIT:
	  ret_code = QUIT;
	  done = true;
	  break;
	case SDL_KEYUP:
	  switch ( event.key.keysym.sym ){
	  case SDLK_RETURN:
	    switch(menu_start(get_backbuffer_surface(), p_game)){
	    case 0:
	      menu_status(get_backbuffer_surface(), p_game);
	      break;
	    case 1:
	      menu_save(get_backbuffer_surface(), p_game);
	      break;
	    case 2:
	      ret_code = LOAD;
	      done=true;
	      break;
	    }
	    break;
	  default:break;
	  }
	  break;
	case SDL_JOYBUTTONDOWN:
	  switch(event.jbutton.button){
	  case 0:
	    switch(menu_start(get_backbuffer_surface(), p_game)){
	    case 0:
	      menu_status(get_backbuffer_surface(), p_game);
	      break;
	    case 1:
	      menu_save(get_backbuffer_surface(), p_game);
	      break;
	    case 2:
	      ret_code = LOAD;
	      done=true;
	      break;
	    }
	    break;
	  case 2:
	    action = true;
	    break;
	  }
	  break;
	default:break;
	}

	unit_handle_key(p_game->p_unit, &event, p_game);
      }

      int joystate = SDL_JoystickGetHat(p_game->p_unit->joystick, 0);
      switch (joystate){
      case SDL_HAT_DOWN:
	unit_set_vel_y(p_game->p_unit, p_game->p_unit->speed);
	unit_set_vel_x(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = DOWN;
	p_game->p_unit->dir = DOWN;
	p_game->p_unit->current_action = NOTHING;

	break;
      case SDL_HAT_UP:
	unit_set_vel_y(p_game->p_unit, -p_game->p_unit->speed);
	unit_set_vel_x(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = UP;
	p_game->p_unit->dir = UP;
	p_game->p_unit->current_action = NOTHING;
	break;
      case SDL_HAT_RIGHT:
	unit_set_vel_x(p_game->p_unit, p_game->p_unit->speed);
	unit_set_vel_y(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = RIGHT;
	p_game->p_unit->dir = RIGHT;
	p_game->p_unit->current_action = NOTHING;
	break;
      case SDL_HAT_LEFT:
	unit_set_vel_x(p_game->p_unit, -p_game->p_unit->speed);
	unit_set_vel_y(p_game->p_unit, 0);
	p_game->p_unit->p_sprite->animation_current = LEFT;
	p_game->p_unit->dir = LEFT;
	p_game->p_unit->current_action = NOTHING;
	break;
      default:
	break;
      }

      //drawing
      SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
      map_draw(map_get_current(p_game->p_map, p_game->cur_map), backbuffer);

      if(p_game->p_unit->current_action == FIGHT){
	anim_sprite_draw(p_game->p_unit->weapon, get_backbuffer_surface());
      }

      anim_sprite_draw(p_game->p_unit->p_sprite, backbuffer);

      for(i=0;i<p_game->NPC_nb;i++){
	NPC_update(p_game->p_NPC+i, map_get_current(p_game->p_map, p_game->cur_map), p_game->p_unit);
	anim_sprite_draw(p_game->p_NPC[i].p_sprite, backbuffer);
      }

      for(i=0;i<p_game->ennemie_nb;i++){
	ennemie_update(p_game->p_ennemie+i, map_get_current(p_game->p_map, p_game->cur_map), p_game->p_unit);
	anim_sprite_draw(p_game->p_ennemie[i].p_sprite, backbuffer);
      }

      Uint8* key = SDL_GetKeyState(NULL);
      if(key[p_game->p_unit->key_b] || action){
	for(i=0;i<p_game->NPC_nb;i++){

	  if(sprite_intersect((sprite*)p_game->p_unit->p_sprite, (sprite*)p_game->p_NPC[i].p_sprite)){
	    struct t_event* p_event = malloc(sizeof(struct t_event));
	    p_event->is_auto = true;
	    p_event->p_next = NULL;
	    p_event->type = EVENT_SCRIPT;

	    event_script* p_event_script = malloc(sizeof(event_script));
	    p_event_script->language = strdup("lua");
	    p_event_script->script = strdup(p_game->p_NPC[i].script);
	    p_event_script->version = strdup("1.0");

	    p_event->data = p_event_script;
	    event_exec_script(p_event, p_game);

	    event_free(p_event);
	  }
	}
      }


      //logic
      sprite_calc_bounding_box((sprite*)p_game->p_unit->p_sprite, true);



      //events when entering a tile
      point* p_point_enter = unit_check_on_tile_enter(p_game->p_unit, map_get_current(p_game->p_map, p_game->cur_map));
      if( p_point_enter != NULL &&
	  map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event != NULL &&
	  map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event->is_auto){

	p_game->p_unit->p_sprite->v_anim[p_game->p_unit->p_sprite->animation_current].frame_current = 1;
	event_dispatch(map_get_current(p_game->p_map, p_game->cur_map)->pp_tile[p_point_enter->y][p_point_enter->x].p_event, p_game);
	free(p_point_enter);

      }

      map* p_cur_map = map_get_current(p_game->p_map, p_game->cur_map);

      if(SDL_GetTicks() - timelastcall>1000/40) {

	unit_update(p_game->p_unit, p_cur_map);

	for(i=0;i<p_game->ennemie_nb;i++){

	  //Check weapon / ennemie collides
	  if(p_game->p_unit->current_action == FIGHT){
	    if(sprite_intersect((sprite*)p_game->p_unit->weapon, (sprite*)p_game->p_ennemie[i].p_sprite)){
	      p_game->p_ennemie[i].HP--;
	      if(p_game->p_ennemie[i].HP <= 0){                       //ennemie dead
		//sound dead
		//animation dead
		p_game->p_unit->XP += p_game->p_ennemie[i].XP;      //increase unit status
		p_game->p_unit->gold += p_game->p_ennemie[i].gold;

		ennemie_remove(p_game->p_ennemie, i, &p_game->ennemie_nb);      //remove ennemie
		break;
	      }
	    }
	  }

	  //Check unit / ennemie collides
	  if(p_game->p_unit->invincible_time <= 0 && sprite_intersect((sprite*)p_game->p_unit->p_sprite, (sprite*)p_game->p_ennemie[i].p_sprite)){
	    //sample_play(unit_hitted);
	    p_game->p_unit->invincible_time = 40;
	    unit_hitted(p_game->p_unit, p_game->p_ennemie+i, p_cur_map);
	    if(p_game->p_unit->HP <= 0){
	      //sound dead
	      //animation dead
	      //message game over
	      ret_code = GAME_OVER;
	      done = true;
	      break;
	    }
	  }
	}

	//Game events
	menu_ingame_update(get_backbuffer_surface(), p_menu, p_game);

	//update timer
	timelastcall=SDL_GetTicks();
      }

#if RENDER == 3 && !GEKKO
      SDL_GL_SwapBuffers();
#else
      SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
      SDL_Flip(screen);
#endif

    }

  game_free(p_game);
  return ret_code;
}