rpgxef/code/game/lua_mover.c

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// 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);
/* This is an example for a parseable comment that describes a lua function. */
/*
* \function mover.AsTrain(entity mover, entity target, float speed)
* \param entity mover entity to move.
* \param entity target path_corner entity to move to.
* \param float speed Speed to move with to the first path_corner.
* \desc Moves an entity like a func_train entity. Targets have to be path_corner entities.
*/
// 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.SetAngles2(entity ent, vector angles) or
// mover.SetAngles2(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_SetAngles2(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_SetAngles2 - start: ent=%d angles=%s", ent->s.number, vtos(newAngles));
if(ent)
{
VectorCopy(newAngles, ent->s.angles2);
trap_LinkEntity(ent);
LUA_DEBUG("Mover_SetAngles2 - 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},
{"SetOrigin", Mover_SetPosition},
{"ToPosition", Mover_ToPosition},
{"SetAngles", Mover_SetAngles},
{"SetAngles2", Mover_SetAngles2},
{"ToAngles", Mover_ToAngles},
{NULL, NULL}
};
int Luaopen_Mover(lua_State *L) {
luaL_register(L, "mover", lib_mover);
return 1;
}
#endif