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(); }
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(); }
void L1_MakeSectorActive() { lua_Object sectorObj = lua_getparam(1); if (!lua_isnumber(sectorObj) && !lua_isstring(sectorObj)) return; // FIXME: This happens on initial load. Are we initting something in the wrong order? if (!g_grim->getCurrScene()) { warning("!!!! Trying to call MakeSectorActive without a scene"); return; } bool visible = !lua_isnil(lua_getparam(2)); int numSectors = g_grim->getCurrScene()->getSectorCount(); if (lua_isstring(sectorObj)) { const char *name = lua_getstring(sectorObj); for (int i = 0; i < numSectors; i++) { Sector *sector = g_grim->getCurrScene()->getSectorBase(i); if (strmatch(sector->getName(), name)) { sector->setVisible(visible); return; } } } else if (lua_isnumber(sectorObj)) { int id = (int)lua_getnumber(sectorObj); for (int i = 0; i < numSectors; i++) { Sector *sector = g_grim->getCurrScene()->getSectorBase(i); if (sector->getSectorId() == id) { sector->setVisible(visible); return; } } } }
/* Find the sector (of any type) which contains * the requested coordinate (x,y,z). */ void L1_GetPointSector() { lua_Object xObj = lua_getparam(1); lua_Object yObj = lua_getparam(2); lua_Object zObj = lua_getparam(3); lua_Object typeObj = lua_getparam(4); Sector::SectorType sectorType; if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) { lua_pushnil(); return; } if (lua_isnil(typeObj)) sectorType = Sector::WalkType; else sectorType = (Sector::SectorType)(int)lua_getnumber(typeObj); float x = lua_getnumber(xObj); float y = lua_getnumber(yObj); float z = lua_getnumber(zObj); Graphics::Vector3d point(x, y, z); Sector *result = g_grim->getCurrScene()->findPointSector(point, sectorType); if (result) { lua_pushnumber(result->getSectorId()); lua_pushstring(const_cast<char *>(result->getName())); lua_pushnumber(result->getType()); } else { lua_pushnil(); } }
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; }
Sector *Set::getSector(const Common::String &name) { for (int i = 0; i < _numSectors; i++) { Sector *sector = _sectors[i]; if (strstr(sector->getName(), name.c_str())) { return sector; } } return NULL; }
void Sector::removeSector(string sectorName){ Sector* tmp; for(vector<Sector*>::iterator it = _children.begin();it!=_children.end();++it){ tmp = *it; if (tmp->getName().compare(sectorName)==0) { _children.erase(it); tmp->setSuperior(NULL); tmp->release(); break; } } tmp=NULL; }
void L1_GetSectorOppositeEdge() { 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 (strmatch(sector->getName(), name)) { if (sector->getNumVertices() != 4) warning("GetSectorOppositeEdge(): cheat box with %d (!= 4) edges!", sector->getNumVertices()); Graphics::Vector3d* vertices = sector->getVertices(); Sector::ExitInfo e; sector->getExitInfo(actor->getPos(), -actor->getPuckVector(), &e); float frac = (e.exitPoint - vertices[e.edgeVertex + 1]).magnitude() / e.edgeDir.magnitude(); e.edgeVertex -= 2; if (e.edgeVertex < 0) e.edgeVertex += sector->getNumVertices(); Graphics::Vector3d edge = vertices[e.edgeVertex + 1] - vertices[e.edgeVertex]; Graphics::Vector3d p = vertices[e.edgeVertex] + edge * frac; lua_pushnumber(p.x()); lua_pushnumber(p.y()); lua_pushnumber(p.z()); return; } } lua_pushnil(); }
void Lua_V2::GetSectorName() { lua_Object xObj = lua_getparam(1); lua_Object yObj = lua_getparam(2); lua_Object zObj = lua_getparam(3); if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) { lua_pushnil(); return; } float x, y, z; x = lua_getnumber(xObj); y = lua_getnumber(yObj); z = lua_getnumber(zObj); Math::Vector3d pos(x, y, z); Set *set = g_grim->getCurrSet(); Sector *sector = set->findPointSector(pos, Sector::NoneType); if (sector) { lua_pushstring(sector->getName()); } }
void L1_GetActorSector() { lua_Object actorObj = lua_getparam(1); lua_Object typeObj = lua_getparam(2); if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R')) return; if (!lua_isnumber(typeObj)) return; Actor *actor = getactor(actorObj); Sector::SectorType sectorType = (Sector::SectorType)(int)lua_getnumber(typeObj); Graphics::Vector3d pos = actor->getPos(); Sector *result = g_grim->getCurrScene()->findPointSector(pos, sectorType); if (result) { lua_pushnumber(result->getSectorId()); lua_pushstring(const_cast<char *>(result->getName())); lua_pushnumber(result->getType()); } else { lua_pushnil(); } }
int main(void) { MyManager * mgr = new MyManager(); Sector* s = new Sector("root",mgr); MyFunc* f = new MyFunc(s); s->addFunction(f); Command* cmd = new Command("MyFunc"); s->sendCommand(cmd); cmd->release(); Request* req = new Request(""); s->sendRequest(req); req->release(); cout<<s->getName()<<endl; f->release(); s->release(); mgr->release(); return EXIT_SUCCESS; }