Lunatic: actors

git-svn-id: https://svn.eduke32.com/eduke32@2747 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-06-10 18:56:15 +00:00
parent 90b169d8c8
commit 59df76f0b6
5 changed files with 112 additions and 32 deletions

View file

@ -5082,6 +5082,10 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
vm.g_t[3] = 0; vm.g_t[3] = 0;
} }
#ifdef LUNATIC
if (El_IsInitialized(&g_ElState) && El_HaveActor(vm.g_sp->picnum))
El_CallActor(&g_ElState, vm.g_sp->picnum, iActor, iPlayer, lDist);
#endif
VM_Execute(1); VM_Execute(1);
insptr = NULL; insptr = NULL;

View file

@ -431,7 +431,8 @@ string.dump = nil
--- non-default data and functions --- non-default data and functions
G_._EDUKE32_LUNATIC = _EDUKE32_LUNATIC G_._EDUKE32_LUNATIC = _EDUKE32_LUNATIC
G_.setevent = setevent -- included in lunatic.c G_.gameevent = gameevent -- included in lunatic.c
G_.gameactor = gameactor -- included in lunatic.c
---=== Lunatic interpreter setup ===--- ---=== Lunatic interpreter setup ===---

View file

@ -17,9 +17,13 @@
// the values as booleans and the addresses as keys to the Lua registry // the values as booleans and the addresses as keys to the Lua registry
uint8_t g_elEvents[MAXEVENTS]; uint8_t g_elEvents[MAXEVENTS];
// same thing for actors:
uint8_t g_elActors[MAXTILES];
// forward-decls... // forward-decls...
static int32_t SetEvent_luacf(lua_State *L); static int32_t SetEvent_luacf(lua_State *L);
static int32_t SetActor_luacf(lua_State *L);
// in lpeg.o // in lpeg.o
extern int luaopen_lpeg(lua_State *L); extern int luaopen_lpeg(lua_State *L);
@ -41,12 +45,14 @@ int32_t El_CreateState(El_State *estate, const char *name)
return -2; return -2;
} }
luaL_openlibs(estate->L); // XXX: only for internal use and testing, obviously luaL_openlibs(estate->L); // NOTE: we set up the sandbox in defs.ilua
luaopen_lpeg(estate->L); luaopen_lpeg(estate->L);
// create misc. global functions in the Lua state // create misc. global functions in the Lua state
lua_pushcfunction(estate->L, SetEvent_luacf); lua_pushcfunction(estate->L, SetEvent_luacf);
lua_setglobal(estate->L, "setevent"); lua_setglobal(estate->L, "gameevent");
lua_pushcfunction(estate->L, SetActor_luacf);
lua_setglobal(estate->L, "gameactor");
return 0; return 0;
} }
@ -74,6 +80,8 @@ int32_t El_RunOnce(El_State *estate, const char *fn)
int32_t fid, flen, i; int32_t fid, flen, i;
char *buf; char *buf;
lua_State *const L = estate->L;
fid = kopen4load(fn, 0); fid = kopen4load(fn, 0);
if (fid < 0) if (fid < 0)
@ -103,7 +111,7 @@ int32_t El_RunOnce(El_State *estate, const char *fn)
// -- lua -- // -- lua --
i = luaL_loadstring(estate->L, buf); i = luaL_loadstring(L, buf);
Bfree(buf); Bfree(buf);
if (i == LUA_ERRMEM) if (i == LUA_ERRMEM)
@ -111,55 +119,76 @@ int32_t El_RunOnce(El_State *estate, const char *fn)
if (i == LUA_ERRSYNTAX) if (i == LUA_ERRSYNTAX)
{ {
OSD_Printf("state \"%s\" syntax error: %s\n", estate->name, lua_tostring(estate->L, -1)); // get err msg OSD_Printf("state \"%s\" syntax error: %s\n", estate->name,
lua_pop(estate->L, 1); lua_tostring(L, -1)); // get err msg
lua_pop(L, 1);
return 3; return 3;
} }
// -- call the lua chunk! -- // -- call the lua chunk! --
i = lua_pcall(estate->L, 0, 0, 0); i = lua_pcall(L, 0, 0, 0);
if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC? if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
return -1; return -1;
if (i == LUA_ERRRUN) if (i == LUA_ERRRUN)
{ {
Bassert(lua_type(estate->L, -1)==LUA_TSTRING); Bassert(lua_type(L, -1)==LUA_TSTRING);
OSD_Printf("state \"%s\" runtime error: %s\n", estate->name, lua_tostring(estate->L, -1)); // get err msg OSD_Printf("state \"%s\" runtime error: %s\n", estate->name,
lua_pop(estate->L, 1); lua_tostring(L, -1)); // get err msg
lua_pop(L, 1);
return 4; return 4;
} }
return 0; return 0;
} }
// setupevent(EVENT_..., lua_function)
static void check_and_register_function(lua_State *L, void *keyaddr)
{
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushlightuserdata(L, keyaddr); // 3, push address
lua_pushvalue(L, 2); // 4, push copy of lua function
lua_settable(L, LUA_REGISTRYINDEX); // "registry[keyaddr] = <lua function>"
}
////////// Lua_CFunctions //////////
// gameevent(EVENT_..., lua_function)
static int32_t SetEvent_luacf(lua_State *L) static int32_t SetEvent_luacf(lua_State *L)
{ {
int32_t eventidx = luaL_checkint(L, 1); int32_t eventidx = luaL_checkint(L, 1);
luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)"); luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
luaL_checktype(L, 2, LUA_TFUNCTION); check_and_register_function(L, &g_elEvents[eventidx]);
lua_pushlightuserdata(L, &g_elEvents[eventidx]); // 3, push address
lua_pushvalue(L, 2); // 4, push copy of lua function
lua_settable(L, LUA_REGISTRYINDEX); // "registry[&g_elEvents[eventidx]] = <lua function>"
g_elEvents[eventidx] = 1; g_elEvents[eventidx] = 1;
return 0; return 0;
} }
int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist) // gameactor(<actortile>, lua_function)
static int32_t SetActor_luacf(lua_State *L)
{ {
// XXX: estate must be the one where the events were registered... int32_t actortile = luaL_checkint(L, 1);
// make a global?
luaL_argcheck(L, (unsigned)actortile < MAXTILES, 1, "must be an tile number (0 .. MAXTILES-1)");
check_and_register_function(L, &g_elActors[actortile]);
g_elActors[actortile] = 1;
return 0;
}
//////////////////////////////
static int32_t call_registered_function3(lua_State *L, void *keyaddr,
int32_t iActor, int32_t iPlayer, int32_t lDist)
{
int32_t i; int32_t i;
lua_State *const L = estate->L; lua_pushlightuserdata(L, keyaddr); // push address
lua_pushlightuserdata(L, &g_elEvents[eventidx]); // push address
lua_gettable(L, LUA_REGISTRYINDEX); // get lua function lua_gettable(L, LUA_REGISTRYINDEX); // get lua function
lua_pushinteger(L, iActor); lua_pushinteger(L, iActor);
@ -169,13 +198,44 @@ int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t
// -- call it! -- // -- call it! --
i = lua_pcall(L, 3, 0, 0); i = lua_pcall(L, 3, 0, 0);
if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC? if (i == LUA_ERRMEM)
return -1; {
// XXX: should be more sophisticated. Clean up stack? Do GC?
}
return i;
}
int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist)
{
// XXX: estate must be the one where the events were registered...
// make a global?
lua_State *const L = estate->L;
int32_t i = call_registered_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
if (i == LUA_ERRRUN) if (i == LUA_ERRRUN)
{ {
OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx].text, OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx].text,
estate->name, lua_tostring(L, 1)); // get err msg estate->name, lua_tostring(L, -1)); // get err msg
lua_pop(L, 1);
return 4;
}
return 0;
}
int32_t El_CallActor(El_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist)
{
lua_State *const L = estate->L;
int32_t i = call_registered_function3(L, &g_elActors[actortile], iActor, iPlayer, lDist);
if (i == LUA_ERRRUN)
{
OSD_Printf("actor %d (sprite %d, state \"%s\") runtime error: %s\n", actortile, iActor,
estate->name, lua_tostring(L, -1)); // get err msg
lua_pop(L, 1); lua_pop(L, 1);
return 4; return 4;
} }

View file

@ -15,13 +15,17 @@ typedef struct
} El_State; } El_State;
extern uint8_t g_elEvents[MAXEVENTS]; // shouldn't be used directly extern uint8_t g_elEvents[MAXEVENTS]; // shouldn't be used directly
extern uint8_t g_elActors[MAXTILES]; // shouldn't be used directly
// -- functions -- // -- functions --
int32_t El_CreateState(El_State *estate, const char *name); int32_t El_CreateState(El_State *estate, const char *name);
void El_DestroyState(El_State *estate); void El_DestroyState(El_State *estate);
static inline int32_t El_IsInitialized(const El_State *estate) { return (estate->L != NULL); }
static inline int32_t El_HaveEvent(int32_t eventidx) { return g_elEvents[eventidx]!=0; }
int32_t El_RunOnce(El_State *estate, const char *fn); int32_t El_RunOnce(El_State *estate, const char *fn);
int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist); int32_t El_CallEvent(El_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist);
int32_t El_CallActor(El_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist);
static inline int32_t El_IsInitialized(const El_State *estate) { return (estate->L != NULL); }
static inline int32_t El_HaveEvent(int32_t eventidx) { return g_elEvents[eventidx]!=0; }
static inline int32_t El_HaveActor(int32_t actortile) { return g_elActors[actortile]!=0; }
#endif #endif

View file

@ -104,16 +104,27 @@ checkfail("require('os')") -- 'require' has been thrown away to be replaced by
-- something more restricted later -- something more restricted later
checkfail("new_global = 345") -- we should declare globals checkfail("new_global = 345") -- we should declare globals
checkfail('gv.CEILING = 3') -- can't redefine constants in 'gv' checkfail('gv.CEILING = 3') -- can't redefine constants in 'gv'
checkfail('string.dump(setevent)') -- string.dump is unavailable checkfail('string.dump(gameevent)') -- string.dump is unavailable
-- This is problematic, even though pretty much every access will yield a -- This is problematic, even though pretty much every access will yield a
-- "missing declaration" error. -- "missing declaration" error.
-- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains. -- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains.
checkfail('gv.luaJIT_setmode(nil, 0, 0)') checkfail('gv.luaJIT_setmode(nil, 0, 0)')
setevent(gv.EVENT_JUMP, function(actori, playeri, dist) gameevent(gv.EVENT_JUMP,
function(actori, playeri, dist)
printf("jump i=%d p=%d d=%d", actori, playeri, dist) printf("jump i=%d p=%d d=%d", actori, playeri, dist)
end) end
)
gameactor(1680, -- LIZTROOP
function(i, playeri, dist)
sprite[i].pal = math.random(32)
-- sprite[i].ang = bit.band(sprite[i].ang-20, 2047)
end
)
checkfail('gameactor(1680, 0)') -- lua function expected, number passed
print('---=== END TEST SCRIPT ===---') print('---=== END TEST SCRIPT ===---')