示例#1
0
文件: nlua_system.c 项目: nenau/naev
/**
 * @brief Gets all the adjacent systems to a system.
 *
 * @usage for _,s in ipairs( sys:adjacentSystems() ) do -- Iterate over adjacent systems.
 *
 *    @luatparam System s System to get adjacent systems of.
 *    @luatparam[opt=false] boolean hidden Whether or not to show hidden jumps also.
 *    @luatreturn {System,...} An ordered table with all the adjacent systems.
 * @luafunc adjacentSystems( s, hidden )
 */
static int systemL_adjacent( lua_State *L )
{
   int i, id, h;
   LuaSystem sysp;
   StarSystem *s;

   id = 1;
   s  = luaL_validsystem(L,1);
   h  = lua_toboolean(L,2);

   /* Push all adjacent systems. */
   lua_newtable(L);
   for (i=0; i<s->njumps; i++) {
      if (jp_isFlag(&s->jumps[i], JP_EXITONLY ))
         continue;
      if (!h && jp_isFlag(&s->jumps[i], JP_HIDDEN))
         continue;
      sysp = system_index( s->jumps[i].target );
      lua_pushnumber(L, id);   /* key. */
      lua_pushsystem(L, sysp); /* value. */
      lua_rawset(L,-3);

      id++;
   }

   return 1;
}
示例#2
0
/**
 * @brief Gets the current system.
 *
 * @usage sys = system.cur() -- Gets the current system
 *
 *    @luareturn Current system.
 * @luafunc cur()
 */
static int systemL_cur( lua_State *L )
{
   LuaSystem sys;
   sys.id = system_index( cur_system );
   lua_pushsystem(L,sys);
   return 1;
}
示例#3
0
/**
 * @brief Gets a system.
 *
 * Behaves differently depending on what you pass as param: <br/>
 *    - string : Gets the system by name. <br/>
 *    - planet : Gets the system by planet. <br/>
 *
 * @usage sys = system.get( p ) -- Gets system where planet 'p' is located.
 * @usage sys = system.get( "Gamma Polaris" ) -- Gets the system by name.
 *
 *    @luaparam param Read description for details.
 *    @luareturn System metatable matching param.
 * @luafunc get( param )
 */
static int systemL_get( lua_State *L )
{
   LuaSystem sys;
   StarSystem *ss;
   Planet *pnt;

   /* Invalid by default. */
   sys.id = -1;

   /* Passing a string (systemname) */
   if (lua_isstring(L,1)) {
      ss = system_get( lua_tostring(L,1) );
      if (ss != NULL)
         sys.id = system_index( ss );
   }
   /* Passing a planet */
   else if (lua_isplanet(L,1)) {
      pnt = luaL_validplanet(L,1);
      ss = system_get( planet_getSystem( pnt->name ) );
      if (ss != NULL)
         sys.id = system_index( ss );
   }
   else NLUA_INVALID_PARAMETER(L);

   /* Error checking. */
   if (sys.id < 0) {
      NLUA_ERROR(L, "No matching systems found.");
      return 0;
   }

   /* return the system */
   lua_pushsystem(L,sys);
   return 1;
}
示例#4
0
/**
 * @brief Gets all the systems within a radius
 *
 * @usage for _,s in ipairs( withinRadius() ) do -- Iterate over found systems.
 *
 *    @luaparam x coord of search centre
 *    @luaparam y coord of search centre
 *    @luaparam radius of the search
 *    @luareturn An ordered table with all the found systems.
 * @luafunc withinRadius( x,y,radius )
 */
static int systemL_withinradius( lua_State *L )
{
    int i, id = 1;
    LuaSystem sysp;
    int systems_nstack ;
    StarSystem *systems_stack= system_getAll( &systems_nstack );
    
    double centreX = luaL_checknumber(L,1);
    double centreY = luaL_checknumber(L,2);
    long radius = luaL_checknumber(L,3);

    long distX,distY;
    
    /* Push all adjacent systems. */
    lua_newtable(L);
    
    for (i=0; i<systems_nstack; i++) {
        distX=systems_stack[i].pos.x-centreX;
        distY=systems_stack[i].pos.y-centreY;
        if (abs(distX)<radius && abs(distY)<radius) {//safety in case of overflow on very large squared distances
        	if (distX*distX+distY*distY<radius*radius) {
        		sysp = system_index(&systems_stack[i]);
        		lua_pushnumber(L,id); /* key. */
        		lua_pushsystem(L,sysp); /* value. */
        		lua_rawset(L,-3);
        		id++;
        	}
        }
    }
    
    return 1;
}
示例#5
0
/**
 * @brief Gets the system that a jump point exists in.
 *
 * @usage s = j:system()
 *    @luaparam j Jump to get the system of.
 *    @luareturn The jump's system.
 * @luafunc system( j )
 */
static int jumpL_system( lua_State *L )
{
   StarSystem *sys;

   luaL_validjumpSystem(L, 1, NULL, &sys);
   lua_pushsystem(L,sys->id);
   return 1;
}
示例#6
0
/**
 * @brief Gets the system that a jump point exits into.
 *
 * @usage v = j:dest()
 *    @luaparam j Jump to get the destination of.
 *    @luareturn The jump's destination system.
 * @luafunc dest( j )
 */
static int jumpL_dest( lua_State *L )
{
   JumpPoint *jp;

   jp = luaL_validjump(L,1);
   lua_pushsystem(L,jp->targetid);
   return 1;
}
示例#7
0
/**
 * @brief Gets the system that a jump point exists in.
 *
 * @usage s = j:system()
 *    @luaparam j Jump to get the system of.
 *    @luareturn The jump's system.
 * @luafunc system( j )
 */
static int jumpL_system( lua_State *L )
{
   StarSystem *sys;
   LuaSystem ls;

   luaL_validjumpSystem(L, 1, NULL, &sys);
   ls.id = sys->id;
   lua_pushsystem(L,ls);
   return 1;
}
示例#8
0
/**
 * @brief Gets the system that a jump point exits into.
 *
 * @usage v = j:dest()
 *    @luaparam j Jump to get the destination of.
 *    @luareturn The jump's destination system.
 * @luafunc dest( j )
 */
static int jumpL_dest( lua_State *L )
{
   JumpPoint *jp;
   LuaSystem ls;

   jp = luaL_validjump(L,1);
   ls.id = jp->targetid;
   lua_pushsystem(L,ls);
   return 1;
}
示例#9
0
文件: nlua_planet.c 项目: naev/naev
/**
 * @brief Gets the current planet - MUST BE LANDED.
 *
 * @usage p,s = planet.cur() -- Gets current planet (assuming landed)
 *
 *    @luatreturn Planet The planet the player is landed on.
 *    @luatreturn System The system it is in.
 * @luafunc cur()
 */
static int planetL_cur( lua_State *L )
{
   LuaSystem sys;
   if (land_planet == NULL) {
      NLUA_ERROR(L,_("Attempting to get landed planet when player not landed."));
      return 0; /* Not landed. */
   }
   lua_pushplanet(L,planet_index(land_planet));
   sys = system_index( system_get( planet_getSystem(land_planet->name) ) );
   lua_pushsystem(L,sys);
   return 2;
}
示例#10
0
文件: nlua_planet.c 项目: naev/naev
/**
 * @brief Gets the system corresponding to a planet.
 *    @luatparam Planet p Planet to get system of.
 *    @luatreturn System|nil The system to which the planet belongs or nil if it has none.
 * @luafunc system( p )
 */
static int planetL_system( lua_State *L )
{
   LuaSystem sys;
   Planet *p;
   const char *sysname;
   /* Arguments. */
   p = luaL_validplanet(L,1);
   sysname = planet_getSystem( p->name );
   if (sysname == NULL)
      return 0;
   sys = system_index( system_get( sysname ) );
   lua_pushsystem( L, sys );
   return 1;
}
示例#11
0
文件: nlua_player.c 项目: s0be/naev
/**
 * @brief Gets the player's long term autonav destination.
 *
 * @usage sys = player.autonavDest()
 *
 *    @luareturn The system the player wants to get to or nil if none selected.
 * @luafunc autonavDest()
 */
static int playerL_autonavDest( lua_State *L )
{
   LuaSystem ls;
   StarSystem *dest;

   /* Get destination. */
   dest = map_getDestination();
   if (dest == NULL)
      return 0;

   ls.id = system_index( dest );
   lua_pushsystem( L, ls );
   return 1;
}
示例#12
0
/**
 * @brief Gets the current planet - MUST BE LANDED.
 *
 * @usage p,s = planet.cur() -- Gets current planet (assuming landed)
 *
 *    @luareturn The planet and system in belongs to.
 * @luafunc cur()
 */
static int planetL_cur( lua_State *L )
{
   LuaPlanet planet;
   LuaSystem sys;
   if (land_planet != NULL) {
      planet.p = land_planet;
      lua_pushplanet(L,planet);
      sys.s = system_get( planet_getSystem(land_planet->name) );
      lua_pushsystem(L,sys);
      return 2;
   }
   NLUA_ERROR(L,"Attempting to get landed planet when player not landed.");
   return 0; /* Not landed. */
}
示例#13
0
文件: nlua_system.c 项目: nenau/naev
/**
 * @brief Gets all the systems.
 *    @luatreturn {System,...} A list of all the systems.
 * @luafunc getAll()
 */
static int systemL_getAll( lua_State *L )
{
   StarSystem *sys;
   int i, ind, n;

   lua_newtable(L);
   sys = system_getAll( &n );

   ind = 1;
   for (i=0; i<n; i++) {
      lua_pushnumber( L, ind++ );
      lua_pushsystem( L, system_index( &sys[i] ) );
      lua_settable(   L, -3 );
   }
   return 1;
}
示例#14
0
文件: nlua_system.c 项目: reynir/naev
/**
 * @brief Gets all the adjacent systems to a system.
 *
 * @usage for _,s in ipairs( sys:adjacentSystems() ) do -- Iterate over adjacent systems.
 *
 *    @luaparam s System to get adjacent systems of.
 *    @luareturn An ordered table with all the adjacent systems.
 * @luafunc adjacentSystems( s )
 */
static int systemL_adjacent( lua_State *L )
{
    int i;
    LuaSystem sysp;
    StarSystem *s;

    s = luaL_validsystem(L,1);

    /* Push all adjacent systems. */
    lua_newtable(L);
    for (i=0; i<s->njumps; i++) {
        sysp.id = system_index( s->jumps[i].target );
        lua_pushnumber(L,i+1); /* key. */
        lua_pushsystem(L,sysp); /* value. */
        lua_rawset(L,-3);
    }

    return 1;
}
示例#15
0
/**
 * @brief Gets a planet.
 *
 * Possible values of param:
 *    - nil : Gets the current landed planet or nil if there is none.
 *    - bool : Gets a random planet.
 *    - faction : Gets random planet belonging to faction matching the number.
 *    - string : Gets the planet by name.
 *    - table : Gets random planet belonging to any of the factions in the
 *               table.
 *
 * @usage p,s = planet.get( "Anecu" ) -- Gets planet by name
 * @usage p,s = planet.get( faction.get( "Empire" ) ) -- Gets random Empire planet
 * @usage p,s = planet.get(true) -- Gets completely random planet
 * @usage p,s = planet.get( { faction.get("Empire"), faction.get("Dvaered") } ) -- Random planet belonging to Empire or Dvaered
 *    @luaparam param See description.
 *    @luareturn Returns the planet and the system it belongs to.
 * @luafunc get( param )
 */
static int planetL_get( lua_State *L )
{
   int i;
   int *factions;
   int nfactions;
   char **planets;
   int nplanets;
   const char *rndplanet;
   LuaPlanet planet;
   LuaSystem sys;
   LuaFaction *f;

   rndplanet = NULL;
   nplanets = 0;
  
   /* Get the landed planet */
   if (lua_gettop(L) == 0) {
      if (land_planet != NULL) {
         planet.p = land_planet;
         lua_pushplanet(L,planet);
         sys.s = system_get( planet_getSystem(land_planet->name) );
         lua_pushsystem(L,sys);
         return 2;
      }
      NLUA_ERROR(L,"Attempting to get landed planet when player not landed.");
      return 0; /* Not landed. */
   }

   /* If boolean return random. */
   else if (lua_isboolean(L,1)) {
      planet.p = planet_get( space_getRndPlanet() );
      lua_pushplanet(L,planet);
      sys.s = system_get( planet_getSystem(land_planet->name) );
      lua_pushsystem(L,sys);
      return 2;
   }

   /* Get a planet by faction */
   else if (lua_isfaction(L,1)) {
      f = lua_tofaction(L,1);
      planets = space_getFactionPlanet( &nplanets, &f->f, 1 );
   }

   /* Get a planet by name */
   else if (lua_isstring(L,1)) {
      rndplanet = lua_tostring(L,1);
   }

   /* Get a planet from faction list */
   else if (lua_istable(L,1)) {
      /* Get table length and preallocate. */
      nfactions = (int) lua_objlen(L,1);
      factions = malloc( sizeof(int) * nfactions );
      /* Load up the table. */
      lua_pushnil(L);
      i = 0;
      while (lua_next(L, -2) != 0) {
         f = lua_tofaction(L, -1);
         factions[i++] = f->f;
         lua_pop(L,1);
      }
      
      /* get the planets */
      planets = space_getFactionPlanet( &nplanets, factions, nfactions );
      free(factions);
   }
   else NLUA_INVALID_PARAMETER(); /* Bad Parameter */

   /* No suitable planet found */
   if ((rndplanet == NULL) && (nplanets == 0)) {
      free(planets);
      return 0;
   }
   /* Pick random planet */
   else if (rndplanet == NULL) {
      rndplanet = planets[RNG(0,nplanets-1)];
      free(planets);
   }

   /* Push the planet */
   planet.p = planet_get(rndplanet); /* The real planet */
   lua_pushplanet(L,planet);
   sys.s = system_get( planet_getSystem(rndplanet) );
   lua_pushsystem(L,sys);
   return 2;
}
示例#16
0
文件: nxml_lua.c 项目: AvanWolf/naev
/**
 * @brief Unpersists Lua data.
 *
 *    @param L State to unperisist data into.
 *    @param parent Node containing all the Lua persisted data.
 *    @return 0 on success.
 */
static int nxml_unpersistDataNode( lua_State *L, xmlNodePtr parent )
{
   LuaPlanet p;
   LuaSystem s;
   LuaFaction f;
   LuaShip sh;
   LuaTime lt;
   Planet *pnt;
   StarSystem *ss;
   xmlNodePtr node;
   char *name, *type, *buf, *num;
   int keynum;

   node = parent->xmlChildrenNode;
   do {
      if (xml_isNode(node,"data")) {
         /* Get general info. */
         xmlr_attr(node,"name",name);
         xmlr_attr(node,"type",type);
         /* Check to see if key is a number. */
         xmlr_attr(node,"keynum",num);
         if (num != NULL) {
            keynum = 1;
            lua_pushnumber(L, atof(name));
            free(num);
         }
         else
            lua_pushstring(L, name);

         /* handle data types */
         /* Recursive tables. */
         if (strcmp(type,"table")==0) {
            xmlr_attr(node,"name",buf);
            /* Create new table. */
            lua_newtable(L);
            /* Save data. */
            nxml_unpersistDataNode(L,node);
            /* Set table. */
            free(buf);
         }
         else if (strcmp(type,"number")==0)
            lua_pushnumber(L,xml_getFloat(node));
         else if (strcmp(type,"bool")==0)
            lua_pushboolean(L,xml_getInt(node));
         else if (strcmp(type,"string")==0)
            lua_pushstring(L,xml_get(node));
         else if (strcmp(type,"planet")==0) {
            pnt = planet_get(xml_get(node));
            if (pnt != NULL) {
               p.id = planet_index(pnt);
               lua_pushplanet(L,p);
            }
            else
               WARN("Failed to load unexistent planet '%s'", xml_get(node));
         }
         else if (strcmp(type,"system")==0) {
            ss = system_get(xml_get(node));
            if (ss != NULL) {
               s.id = system_index( ss );
               lua_pushsystem(L,s);
            }
            else
               WARN("Failed to load unexistent system '%s'", xml_get(node));
         }
         else if (strcmp(type,"faction")==0) {
            f.f = faction_get(xml_get(node));
            lua_pushfaction(L,f);
         }
         else if (strcmp(type,"ship")==0) {
            sh.ship = ship_get(xml_get(node));
            lua_pushship(L,sh);
         }
         else if (strcmp(type,"time")==0) {
            lt.t = xml_getLong(node);
            lua_pushtime(L,lt);
         }
         else {
            WARN("Unknown lua data type!");
            lua_pop(L,1);
            return -1;
         }

         /* Set field. */
         lua_settable(L, -3);

         /* cleanup */
         free(type);
         free(name);
      }
   } while (xml_nextNode(node));

   return 0;
}
示例#17
0
文件: nlua_planet.c 项目: naev/naev
static int planetL_getBackend( lua_State *L, int landable )
{
   int i;
   int *factions;
   int nfactions;
   char **planets;
   int nplanets;
   const char *rndplanet;
   LuaSystem luasys;
   LuaFaction f;
   Planet *pnt;
   StarSystem *sys;
   char *sysname;

   rndplanet = NULL;
   planets   = NULL;
   nplanets  = 0;

   /* If boolean return random. */
   if (lua_isboolean(L,1)) {
      pnt            = planet_get( space_getRndPlanet(landable, 0, NULL) );
      lua_pushplanet(L,planet_index( pnt ));
      luasys         = system_index( system_get( planet_getSystem(pnt->name) ) );
      lua_pushsystem(L,luasys);
      return 2;
   }

   /* Get a planet by faction */
   else if (lua_isfaction(L,1)) {
      f        = lua_tofaction(L,1);
      planets  = space_getFactionPlanet( &nplanets, &f, 1, landable );
   }

   /* Get a planet by name */
   else if (lua_isstring(L,1)) {
      rndplanet = lua_tostring(L,1);

      if (landable) {
         pnt = planet_get( rndplanet );
         if (pnt == NULL) {
            NLUA_ERROR(L, _("Planet '%s' not found in stack"), rndplanet);
            return 0;
         }

         /* Check if can land. */
         planet_updateLand( pnt );
         if (!pnt->can_land)
            return 0;
      }
   }

   /* Get a planet from faction list */
   else if (lua_istable(L,1)) {
      /* Get table length and preallocate. */
      nfactions = (int) lua_objlen(L,1);
      factions = malloc( sizeof(int) * nfactions );
      /* Load up the table. */
      lua_pushnil(L);
      i = 0;
      while (lua_next(L, -2) != 0) {
         if (lua_isfaction(L, -1))
            factions[i++] = lua_tofaction(L, -1);
         lua_pop(L,1);
      }

      /* get the planets */
      planets = space_getFactionPlanet( &nplanets, factions, nfactions, landable );
      free(factions);
   }
   else
      NLUA_INVALID_PARAMETER(L); /* Bad Parameter */

   /* No suitable planet found */
   if ((rndplanet == NULL) && ((planets == NULL) || nplanets == 0))
      return 0;
   /* Pick random planet */
   else if (rndplanet == NULL) {
      planets = (char**) arrayShuffle( (void**)planets, nplanets );

      for (i=0; i<nplanets; i++) {
         if (landable) {
            /* Check landing. */
            pnt = planet_get( planets[i] );
            if (pnt == NULL)
               continue;

            planet_updateLand( pnt );
            if (!pnt->can_land)
               continue;
         }

         rndplanet = planets[i];
         break;
      }
      free(planets);
   }

   /* Push the planet */
   pnt = planet_get(rndplanet); /* The real planet */
   if (pnt == NULL) {
      NLUA_ERROR(L, _("Planet '%s' not found in stack"), rndplanet);
      return 0;
   }
   sysname = planet_getSystem(rndplanet);
   if (sysname == NULL) {
      NLUA_ERROR(L, _("Planet '%s' is not placed in a system"), rndplanet);
      return 0;
   }
   sys = system_get( sysname );
   if (sys == NULL) {
      NLUA_ERROR(L, _("Planet '%s' can't find system '%s'"), rndplanet, sysname);
      return 0;
   }
   lua_pushplanet(L,planet_index( pnt ));
   luasys = system_index( sys );
   lua_pushsystem(L,luasys);
   return 2;
}
示例#18
0
文件: nlua_system.c 项目: nenau/naev
/**
 * @brief Gets the current system.
 *
 * @usage sys = system.cur() -- Gets the current system
 *
 *    @luatreturn System Current system.
 * @luafunc cur()
 */
static int systemL_cur( lua_State *L )
{
   lua_pushsystem(L,system_index( cur_system ));
   return 1;
}