// mover lib for lua #include "g_lua.h" #ifdef G_LUA // mover.Halt(entity ent) // Stops translational movement on ent immediately. static int Mover_Halt(lua_State *L) { lent_t *lent; gentity_t *ent = NULL; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } LUA_DEBUG("Mover_Halt - start: end=%d", ent->s.number); BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin); VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase); ent->s.pos.trType = TR_STATIONARY; ent->s.pos.trTime = level.time; ent->nextthink = 0; ent->think = NULL; ent->nextTrain = NULL; trap_LinkEntity(ent); LUA_DEBUG("Mover_Halt - return: halted ent"); return 0; } // mover.HaltAngles(entity ent) // Stops rotational movement on ent immediately. static int Mover_HaltAngles(lua_State * L) { lent_t *lent; gentity_t *ent = NULL; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } LUA_DEBUG("Mover_HaltAngles - start: ent=%d", ent->s.number); if(ent) { BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase); ent->s.apos.trType = TR_STATIONARY; ent->s.apos.trTime = level.time; trap_LinkEntity(ent); LUA_DEBUG("Mover_HaltAngles - return: halted ent"); } return 0; } extern void Reached_Train(gentity_t *ent); extern void Think_SetupTrainTargets(gentity_t *ent); extern void SetMoverState(gentity_t *ent, moverState_t moverState, int time); // mover.AsTrain(entity mover, entity target, float speed) // Moves an entity like a func_train entity. Targets have to be path_corner entities. // * ent the entity to move // * target the first path_corner to move to // * speed speed to move to first path_corner with static int Mover_AsTrain(lua_State * L) { lent_t *lent, *tlent; gentity_t *ent = NULL; gentity_t *targ = NULL; vec3_t move; float length; int id = 0, tid = 0; float speed = (float)luaL_checknumber(L, 3); if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } if(luaL_checkint(L, 2)) { tid = luaL_checkint(L, 2); if(tid < 0 || tid > MAX_GENTITIES - 1) return 1; targ = &g_entities[tid]; if(!targ) return 1; } else { tlent = Lua_GetEntity(L, 2); if(!tlent || tlent->e) return 1; targ = tlent->e; } LUA_DEBUG("Mover_AsTrain - start: ent=%d target=%d speed=%f", ent->s.number, targ->s.number, speed); if(!ent || !targ) { LUA_DEBUG("Mover_AsTrain - return: ent or/and target missing"); return 0; } if(speed < 1) { LUA_DEBUG("Mover_AsTrain - moving: speed less than 1 fixed"); speed = 1; } if(ent->nextTrain) { LUA_DEBUG("Mover_AsTrain - pathing: NextTrain=%d ", ent->nextTrain->s.number); } ent->speed = speed; ent->nextTrain = targ; ent->reached = Reached_Train; ent->target = G_NewString(targ->targetname); Think_SetupTrainTargets(ent); BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin); VectorCopy(ent->r.currentOrigin, ent->s.origin); VectorCopy(ent->s.origin, ent->pos1); VectorCopy(ent->nextTrain->s.origin, ent->pos2); VectorSubtract(ent->pos2, ent->pos1, move); length = VectorLength(move); if(length <= 0.05) { G_SetOrigin(ent, ent->pos2); LUA_DEBUG("Mover_AsTrain - return: snapped to target, length too small length=%f", length); return 0; } ent->s.pos.trDuration = length * 1000 / speed; ent->s.loopSound = ent->nextTrain->soundLoop; SetMoverState(ent, MOVER_1TO2, level.time); LUA_DEBUG("Mover_AsTrain - return: moving to target, length=%f duration=%d", length, ent->s.pos.trDuration); return 0; } // mover.SetAngles(entity ent, vector angles) or // mover.SetAngles(entity ent, float y, float z, float x) // Sets the angles of ent to the specified value(s). // Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and // Roll (around X-Axis). These can also be stowed in a vector angles. static int Mover_SetAngles(lua_State * L) { vec3_t newAngles; lent_t *lent; gentity_t *ent = NULL; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } if(Lua_IsVector(L, 2)) { target = Lua_GetVector(L, 2); VectorCopy(target, newAngles); } else { newAngles[0] = luaL_checkint(L, 2); newAngles[1] = luaL_checkint(L, 3); newAngles[2] = luaL_checkint(L, 4); } LUA_DEBUG("Mover_SetAngles - start: ent=%d angles=%s", ent->s.number, vtos(newAngles)); if(ent) { VectorCopy(newAngles, ent->s.apos.trBase); VectorCopy(newAngles, ent->s.angles); trap_LinkEntity(ent); LUA_DEBUG("Mover_SetAngles - return: moved"); } return 0; } // mover.SetPosition(entity ent, vector pos) or // mover.SetPosition(entity ent, float x, float y, float z) // Set the position of ent to the specified value(s). Can also be stowed in a vector pos. static int Mover_SetPosition(lua_State * L) { vec3_t newOrigin; lent_t *lent; gentity_t *ent = NULL; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } if(Lua_IsVector(L, 2)) { target = Lua_GetVector(L, 2); VectorCopy(target, newOrigin); } else { newOrigin[0] = luaL_checkint(L, 2); newOrigin[1] = luaL_checkint(L, 3); newOrigin[2] = luaL_checkint(L, 4); } LUA_DEBUG("Mover_SetPosition - start: ent=%d pos=%s", ent->s.number, vtos(newOrigin)); if(ent) { G_SetOrigin(ent, newOrigin); trap_LinkEntity(ent); LUA_DEBUG("Mover_SetPosition - return: moved"); } return 0; } static void SetTrajectoryLinear(trajectory_t * tr, const float speed, const vec3_t endPosition) { vec3_t delta; float length; VectorSubtract(endPosition, tr->trBase, delta); length = VectorLength(delta); VectorNormalize(delta); tr->trDuration = length * 1000 / speed; tr->trTime = level.time; VectorScale(delta, speed, tr->trDelta); tr->trType = TR_LINEAR_STOP; } // mover.ToAngles(entity ent, float speed, vector angles) or // mover.ToAngles(entity ent, float speed, float y, float z, float x) // Rotates ent with speed speed (in degrees per second) to the specified value(s). // Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and // Roll (around X-Axis). These can also be stowed in a vector angles. static int Mover_ToAngles(lua_State * L) { vec3_t newAngles; lent_t *lent; gentity_t *ent = NULL; float speed; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L, 1); if(!lent || !lent->e) return 1; ent = lent->e; } speed = (float)luaL_checknumber(L, 2); if(Lua_IsVector(L, 3)) { target = Lua_GetVector(L, 3); VectorCopy(target, newAngles); } else { newAngles[0] = luaL_checkint(L, 3); newAngles[1] = luaL_checkint(L, 4); newAngles[2] = luaL_checkint(L, 5); } LUA_DEBUG("Mover_ToAngles - start: ent=%d angles=%s speed=%f", ent->s.number, vtos(newAngles), speed); if(ent) { BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase); SetTrajectoryLinear(&ent->s.apos, speed, newAngles); ent->moverState = MOVER_LUA; trap_LinkEntity(ent); LUA_DEBUG("Mover_ToAngles - return: moving"); } return 0; } // mover.ToPosition(entity ent, vector pos) or // mover.ToPosition(entity ent, float x, float y, float z) // Moves ent with speed speed to the specified value(s). Can also be stowed in a vector pos. static int Mover_ToPosition(lua_State * L) { vec3_t newOrigin; lent_t *lent; gentity_t *ent = NULL; float speed; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 ||id > MAX_GENTITIES - 1) return 1; ent = &g_entities[id]; if(!ent) return 1; } else { lent = Lua_GetEntity(L,1); if(!lent || !lent->e) return 1; ent = lent->e; } speed = (float)luaL_checknumber(L, 2); if(Lua_IsVector(L, 3)) { target = Lua_GetVector(L, 3); VectorCopy(target, newOrigin); } else { newOrigin[0] = luaL_checkint(L, 3); newOrigin[1] = luaL_checkint(L, 4); newOrigin[2] = luaL_checkint(L, 5); } LUA_DEBUG("Mover_ToPosition - start: ent=%d pos=%s speed=%f", ent->s.number, vtos(newOrigin), speed); if(ent) { BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->s.pos.trBase); SetTrajectoryLinear(&ent->s.pos, speed, newOrigin); ent->moverState = MOVER_LUA; trap_LinkEntity(ent); LUA_DEBUG("Mover_ToPosition - return: moving"); } return 0; } static const luaL_Reg lib_mover[] = { {"Halt", Mover_Halt}, {"HaltAngles", Mover_HaltAngles}, {"AsTrain", Mover_AsTrain}, {"SetPosition", Mover_SetPosition}, {"ToPosition", Mover_ToPosition}, {"SetAngles", Mover_SetAngles}, {"ToAngles", Mover_ToAngles}, {NULL, NULL} }; int Luaopen_Mover(lua_State *L) { luaL_register(L, "mover", lib_mover); return 1; } #endif