/* The Lunatic Interpreter, part of EDuke32. Game-side stuff. */ #include #include #include #include "lunatic_game.h" #include "osd.h" #include "gamedef.h" // EventNames[] L_State g_ElState; // this serves two purposes: // the values as booleans and the addresses as keys to the Lua registry uint8_t g_elEvents[MAXEVENTS]; // same thing for actors: uint8_t g_elActors[MAXTILES]; // for timing events and actors uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES]; double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES]; // forward-decls... static int32_t SetEvent_luacf(lua_State *L); static int32_t SetActor_luacf(lua_State *L); // in lpeg.o extern int luaopen_lpeg(lua_State *L); typedef struct { uint32_t x, y, z, c; } rng_jkiss_t; // See: Good Practice in (Pseudo) Random Number Generation for // Bioinformatics Applications, by David Jones ATTRIBUTE((optimize("O2"))) uint32_t rand_jkiss_u32(rng_jkiss_t *s) { uint64_t t; s->x = 314527869 * s->x + 1234567; s->y ^= s->y << 5; s->y ^= s->y >> 7; s->y ^= s->y << 22; t = 4294584393ULL * s->z + s->c; s->c = t >> 32; s->z = t; return s->x + s->y + s->z; } ATTRIBUTE((optimize("O2"))) double rand_jkiss_dbl(rng_jkiss_t *s) { double x; unsigned int a, b; a = rand_jkiss_u32(s) >> 6; /* Upper 26 bits */ b = rand_jkiss_u32(s) >> 5; /* Upper 27 bits */ x = (a * 134217728.0 + b) / 9007199254740992.0; return x; } void El_PrintTimes(void) { int32_t i; OSD_Printf("{\n {\n"); OSD_Printf(" -- event times, [event]={ total calls, total time in ms, time per call in us }\n"); for (i=0; i, lua_function) static int32_t SetActor_luacf(lua_State *L) { int32_t actortile; if (lua_gettop(L) != 2) luaL_error(L, "gameactor: must pass exactly two arguments"); actortile = luaL_checkint(L, 1); luaL_argcheck(L, (unsigned)actortile < MAXTILES, 1, "must be an tile number (0 .. MAXTILES-1)"); L_CheckAndRegisterFunction(L, &g_elActors[actortile]); g_elActors[actortile] = 1; return 0; } ////////////////////////////// static int32_t call_regd_function3(lua_State *L, void *keyaddr, int32_t iActor, int32_t iPlayer, int32_t lDist) { int32_t i; // get the Lua function from the registry lua_pushlightuserdata(L, keyaddr); lua_gettable(L, LUA_REGISTRYINDEX); lua_pushinteger(L, iActor); lua_pushinteger(L, iPlayer); lua_pushinteger(L, lDist); // -- call it! -- i = lua_pcall(L, 3, 0, 0); if (i == LUA_ERRMEM) { lua_pop(L, 1); // XXX: should be more sophisticated. Clean up stack? Do GC? } return i; } int32_t El_CallEvent(L_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_regd_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist); if (i == LUA_ERRRUN) { OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx].text, estate->name, lua_tostring(L, -1)); // get err msg lua_pop(L, 1); return 4; } return 0; } int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist) { lua_State *const L = estate->L; int32_t i = call_regd_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); return 4; } return 0; }