mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 12:30:42 +00:00
5c06ef08bf
git-svn-id: https://svn.eduke32.com/eduke32@3258 1a8010ca-5511-0410-912e-c29ae57300e0
249 lines
6.3 KiB
C
249 lines
6.3 KiB
C
/* The Lunatic Interpreter, part of EDuke32. Game-side stuff. */
|
|
|
|
#include <stdint.h>
|
|
|
|
#include <lualib.h>
|
|
#include <lauxlib.h>
|
|
|
|
#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, maxlen=0;
|
|
char buf[32];
|
|
const char nn = Bstrlen("EVENT_");
|
|
|
|
for (i=0; i<MAXEVENTS; i++)
|
|
{
|
|
int32_t len = Bstrlen(EventNames[i]+nn);
|
|
Bassert(len < (int32_t)sizeof(buf));
|
|
maxlen = max(len, maxlen);
|
|
}
|
|
|
|
OSD_Printf("{\n {\n");
|
|
OSD_Printf(" -- event times, [event]={ total calls, total time [ms], mean time/call [us] }\n");
|
|
for (i=0; i<MAXEVENTS; i++)
|
|
if (g_eventCalls[i])
|
|
{
|
|
int32_t n=Bsprintf(buf, "%s", EventNames[i]+nn);
|
|
|
|
for (; n<maxlen; n++)
|
|
buf[n] = ' ';
|
|
buf[maxlen] = 0;
|
|
|
|
OSD_Printf(" [%s]={ %8d, %9.3f, %9.3f },\n",
|
|
buf, g_eventCalls[i], g_eventTotalMs[i],
|
|
1000*g_eventTotalMs[i]/g_eventCalls[i]);
|
|
}
|
|
|
|
OSD_Printf(" },\n\n {\n");
|
|
OSD_Printf(" -- actor times, [tile]={ total calls, total time [ms], mean time/call [us] }\n");
|
|
for (i=0; i<MAXTILES; i++)
|
|
if (g_actorCalls[i])
|
|
OSD_Printf(" [%5d]={ %8d, %9.3f, %9.3f },\n",
|
|
i, g_actorCalls[i], g_actorTotalMs[i],
|
|
1000*g_actorTotalMs[i]/g_actorCalls[i]);
|
|
OSD_Printf(" },\n}\n");
|
|
}
|
|
|
|
|
|
////////// STATE CREATION/DESTRUCTIION //////////
|
|
|
|
static void El_StateSetup(lua_State *L)
|
|
{
|
|
luaL_openlibs(L); // NOTE: we set up the sandbox in defs.ilua
|
|
luaopen_lpeg(L);
|
|
lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
|
|
|
|
L_SetupDebugTraceback(L);
|
|
|
|
// create misc. global functions in the Lua state
|
|
lua_pushcfunction(L, SetEvent_luacf);
|
|
lua_setglobal(L, "gameevent");
|
|
lua_pushcfunction(L, SetActor_luacf);
|
|
lua_setglobal(L, "gameactor");
|
|
|
|
Bassert(lua_gettop(L)==0);
|
|
}
|
|
|
|
// 0: success, <0: failure
|
|
int32_t El_CreateState(L_State *estate, const char *name)
|
|
{
|
|
return L_CreateState(estate, name, &El_StateSetup);
|
|
}
|
|
|
|
void El_DestroyState(L_State *estate)
|
|
{
|
|
L_DestroyState(estate);
|
|
}
|
|
|
|
|
|
////////// Lua_CFunctions //////////
|
|
|
|
// gameevent(EVENT_..., lua_function)
|
|
static int32_t SetEvent_luacf(lua_State *L)
|
|
{
|
|
int32_t eventidx;
|
|
|
|
if (lua_gettop(L) != 2)
|
|
luaL_error(L, "gameevent: must pass exactly two arguments");
|
|
|
|
eventidx = luaL_checkint(L, 1);
|
|
|
|
luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
|
|
L_CheckAndRegisterFunction(L, &g_elEvents[eventidx]);
|
|
g_elEvents[eventidx] = 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// gameactor(<actortile>, 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)
|
|
{
|
|
if (lua_isboolean(L, -1))
|
|
{
|
|
lua_pop(L, 1);
|
|
return 0;
|
|
}
|
|
|
|
Bassert(lua_type(L, -1)==LUA_TSTRING);
|
|
OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx],
|
|
estate->name, lua_tostring(L, -1)); // get err msg
|
|
lua_pop(L, 1);
|
|
return -1;
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (lua_isboolean(L, -1))
|
|
{
|
|
int32_t killit = lua_toboolean(L, -1);
|
|
lua_pop(L, 1);
|
|
return killit;
|
|
}
|
|
|
|
Bassert(lua_type(L, -1)==LUA_TSTRING);
|
|
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 -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|