mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-24 21:32:36 +00:00
aee590c176
will do the rest once I'm back home. Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
379 lines
9.6 KiB
C
379 lines
9.6 KiB
C
// mover lib for lua
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#include "g_lua.h"
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#ifdef G_LUA
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// mover.Halt(entity ent)
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// Stops translational movement on ent immediately.
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static int Mover_Halt(lua_State *L) {
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lent_t *lent;
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gentity_t *ent = NULL;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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LUA_DEBUG("Mover_Halt - start: end=%d", ent->s.number);
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BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin);
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VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
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ent->s.pos.trType = TR_STATIONARY;
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ent->s.pos.trTime = level.time;
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ent->nextthink = 0;
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ent->think = NULL;
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ent->nextTrain = NULL;
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_Halt - return: halted ent");
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return 0;
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}
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// mover.HaltAngles(entity ent)
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// Stops rotational movement on ent immediately.
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static int Mover_HaltAngles(lua_State * L)
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{
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lent_t *lent;
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gentity_t *ent = NULL;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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LUA_DEBUG("Mover_HaltAngles - start: ent=%d", ent->s.number);
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if(ent)
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{
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BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase);
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ent->s.apos.trType = TR_STATIONARY;
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ent->s.apos.trTime = level.time;
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_HaltAngles - return: halted ent");
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}
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return 0;
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}
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extern void Reached_Train(gentity_t *ent);
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extern void Think_SetupTrainTargets(gentity_t *ent);
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extern void SetMoverState(gentity_t *ent, moverState_t moverState, int time);
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// mover.AsTrain(entity mover, entity target, float speed)
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// Moves an entity like a func_train entity. Targets have to be path_corner entities.
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// * ent the entity to move
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// * target the first path_corner to move to
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// * speed speed to move to first path_corner with
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static int Mover_AsTrain(lua_State * L)
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{
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lent_t *lent, *tlent;
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gentity_t *ent = NULL;
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gentity_t *targ = NULL;
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vec3_t move;
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float length;
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int id = 0, tid = 0;
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float speed = (float)luaL_checknumber(L, 3);
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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if(luaL_checkint(L, 2)) {
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tid = luaL_checkint(L, 2);
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if(tid < 0 || tid > MAX_GENTITIES - 1) return 1;
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targ = &g_entities[tid];
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if(!targ) return 1;
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} else {
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tlent = Lua_GetEntity(L, 2);
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if(!tlent || tlent->e) return 1;
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targ = tlent->e;
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}
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LUA_DEBUG("Mover_AsTrain - start: ent=%d target=%d speed=%f", ent->s.number, targ->s.number, speed);
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if(!ent || !targ)
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{
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LUA_DEBUG("Mover_AsTrain - return: ent or/and target missing");
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return 0;
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}
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if(speed < 1)
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{
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LUA_DEBUG("Mover_AsTrain - moving: speed less than 1 fixed");
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speed = 1;
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}
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if(ent->nextTrain)
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{
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LUA_DEBUG("Mover_AsTrain - pathing: NextTrain=%d ", ent->nextTrain->s.number);
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}
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ent->speed = speed;
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ent->nextTrain = targ;
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ent->reached = Reached_Train;
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ent->target = G_NewString(targ->targetname);
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Think_SetupTrainTargets(ent);
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BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin);
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VectorCopy(ent->r.currentOrigin, ent->s.origin);
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VectorCopy(ent->s.origin, ent->pos1);
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VectorCopy(ent->nextTrain->s.origin, ent->pos2);
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VectorSubtract(ent->pos2, ent->pos1, move);
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length = VectorLength(move);
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if(length <= 0.05)
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{
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G_SetOrigin(ent, ent->pos2);
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LUA_DEBUG("Mover_AsTrain - return: snapped to target, length too small length=%f", length);
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return 0;
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}
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ent->s.pos.trDuration = length * 1000 / speed;
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ent->s.loopSound = ent->nextTrain->soundLoop;
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SetMoverState(ent, MOVER_1TO2, level.time);
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LUA_DEBUG("Mover_AsTrain - return: moving to target, length=%f duration=%d", length, ent->s.pos.trDuration);
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return 0;
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}
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// mover.SetAngles(entity ent, vector angles) or
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// mover.SetAngles(entity ent, float y, float z, float x)
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// Sets the angles of ent to the specified value(s).
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// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
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// Roll (around X-Axis). These can also be stowed in a vector angles.
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static int Mover_SetAngles(lua_State * L)
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{
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vec3_t newAngles;
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lent_t *lent;
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gentity_t *ent = NULL;
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vec_t *target;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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if(Lua_IsVector(L, 2))
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{
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target = Lua_GetVector(L, 2);
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VectorCopy(target, newAngles);
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}
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else
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{
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newAngles[0] = luaL_checkint(L, 2);
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newAngles[1] = luaL_checkint(L, 3);
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newAngles[2] = luaL_checkint(L, 4);
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}
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LUA_DEBUG("Mover_SetAngles - start: ent=%d angles=%s", ent->s.number, vtos(newAngles));
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if(ent)
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{
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VectorCopy(newAngles, ent->s.apos.trBase);
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VectorCopy(newAngles, ent->s.angles);
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_SetAngles - return: moved");
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}
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return 0;
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}
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// mover.SetPosition(entity ent, vector pos) or
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// mover.SetPosition(entity ent, float x, float y, float z)
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// Set the position of ent to the specified value(s). Can also be stowed in a vector pos.
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static int Mover_SetPosition(lua_State * L)
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{
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vec3_t newOrigin;
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lent_t *lent;
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gentity_t *ent = NULL;
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vec_t *target;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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if(Lua_IsVector(L, 2))
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{
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target = Lua_GetVector(L, 2);
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VectorCopy(target, newOrigin);
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}
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else
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{
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newOrigin[0] = luaL_checkint(L, 2);
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newOrigin[1] = luaL_checkint(L, 3);
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newOrigin[2] = luaL_checkint(L, 4);
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}
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LUA_DEBUG("Mover_SetPosition - start: ent=%d pos=%s", ent->s.number, vtos(newOrigin));
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if(ent)
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{
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G_SetOrigin(ent, newOrigin);
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_SetPosition - return: moved");
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}
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return 0;
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}
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static void SetTrajectoryLinear(trajectory_t * tr, const float speed, const vec3_t endPosition)
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{
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vec3_t delta;
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float length;
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VectorSubtract(endPosition, tr->trBase, delta);
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length = VectorLength(delta);
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VectorNormalize(delta);
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tr->trDuration = length * 1000 / speed;
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tr->trTime = level.time;
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VectorScale(delta, speed, tr->trDelta);
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tr->trType = TR_LINEAR_STOP;
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}
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// mover.ToAngles(entity ent, float speed, vector angles) or
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// mover.ToAngles(entity ent, float speed, float y, float z, float x)
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// Rotates ent with speed speed (in degrees per second) to the specified value(s).
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// Values are sorted Pitch (around Y-Axis), Yaw (around Z-Axis) and
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// Roll (around X-Axis). These can also be stowed in a vector angles.
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static int Mover_ToAngles(lua_State * L)
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{
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vec3_t newAngles;
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lent_t *lent;
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gentity_t *ent = NULL;
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float speed;
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vec_t *target;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 || id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L, 1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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speed = (float)luaL_checknumber(L, 2);
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if(Lua_IsVector(L, 3))
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{
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target = Lua_GetVector(L, 3);
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VectorCopy(target, newAngles);
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}
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else
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{
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newAngles[0] = luaL_checkint(L, 3);
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newAngles[1] = luaL_checkint(L, 4);
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newAngles[2] = luaL_checkint(L, 5);
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}
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LUA_DEBUG("Mover_ToAngles - start: ent=%d angles=%s speed=%f", ent->s.number, vtos(newAngles), speed);
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if(ent)
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{
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BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase);
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SetTrajectoryLinear(&ent->s.apos, speed, newAngles);
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ent->moverState = MOVER_LUA;
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_ToAngles - return: moving");
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}
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return 0;
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}
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// mover.ToPosition(entity ent, vector pos) or
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// mover.ToPosition(entity ent, float x, float y, float z)
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// Moves ent with speed speed to the specified value(s). Can also be stowed in a vector pos.
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static int Mover_ToPosition(lua_State * L)
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{
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vec3_t newOrigin;
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lent_t *lent;
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gentity_t *ent = NULL;
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float speed;
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vec_t *target;
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int id = 0;
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if(lua_isnumber(L, 1)) {
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id = luaL_checkint(L, 1);
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if(id < 0 ||id > MAX_GENTITIES - 1) return 1;
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ent = &g_entities[id];
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if(!ent) return 1;
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} else {
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lent = Lua_GetEntity(L,1);
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if(!lent || !lent->e) return 1;
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ent = lent->e;
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}
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speed = (float)luaL_checknumber(L, 2);
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if(Lua_IsVector(L, 3))
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{
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target = Lua_GetVector(L, 3);
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VectorCopy(target, newOrigin);
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}
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else
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{
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newOrigin[0] = luaL_checkint(L, 3);
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newOrigin[1] = luaL_checkint(L, 4);
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newOrigin[2] = luaL_checkint(L, 5);
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}
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LUA_DEBUG("Mover_ToPosition - start: ent=%d pos=%s speed=%f", ent->s.number, vtos(newOrigin), speed);
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if(ent)
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{
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BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->s.pos.trBase);
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SetTrajectoryLinear(&ent->s.pos, speed, newOrigin);
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ent->moverState = MOVER_LUA;
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trap_LinkEntity(ent);
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LUA_DEBUG("Mover_ToPosition - return: moving");
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}
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return 0;
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}
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static const luaL_Reg lib_mover[] = {
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{"Halt", Mover_Halt},
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{"HaltAngles", Mover_HaltAngles},
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{"AsTrain", Mover_AsTrain},
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{"SetPosition", Mover_SetPosition},
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{"ToPosition", Mover_ToPosition},
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{"SetAngles", Mover_SetAngles},
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{"ToAngles", Mover_ToAngles},
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{NULL, NULL}
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};
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int Luaopen_Mover(lua_State *L) {
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luaL_register(L, "mover", lib_mover);
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return 1;
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}
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#endif
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