mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +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. */
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#include <stdint.h>
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#include <lualib.h>
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#include <lauxlib.h>
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#include "lunatic_game.h"
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#include "osd.h"
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#include "gamedef.h" // EventNames[]
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L_State g_ElState;
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// this serves two purposes:
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// the values as booleans and the addresses as keys to the Lua registry
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uint8_t g_elEvents[MAXEVENTS];
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// same thing for actors:
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uint8_t g_elActors[MAXTILES];
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// for timing events and actors
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES];
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// forward-decls...
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static int32_t SetEvent_luacf(lua_State *L);
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static int32_t SetActor_luacf(lua_State *L);
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// in lpeg.o
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extern int luaopen_lpeg(lua_State *L);
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typedef struct {
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uint32_t x, y, z, c;
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} rng_jkiss_t;
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// See: Good Practice in (Pseudo) Random Number Generation for
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// Bioinformatics Applications, by David Jones
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ATTRIBUTE((optimize("O2")))
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uint32_t rand_jkiss_u32(rng_jkiss_t *s)
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{
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uint64_t t;
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s->x = 314527869 * s->x + 1234567;
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s->y ^= s->y << 5; s->y ^= s->y >> 7; s->y ^= s->y << 22;
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t = 4294584393ULL * s->z + s->c; s->c = t >> 32; s->z = t;
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return s->x + s->y + s->z;
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}
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ATTRIBUTE((optimize("O2")))
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double rand_jkiss_dbl(rng_jkiss_t *s)
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{
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double x;
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unsigned int a, b;
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a = rand_jkiss_u32(s) >> 6; /* Upper 26 bits */
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b = rand_jkiss_u32(s) >> 5; /* Upper 27 bits */
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x = (a * 134217728.0 + b) / 9007199254740992.0;
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return x;
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}
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void El_PrintTimes(void)
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{
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int32_t i, maxlen=0;
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char buf[32];
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const char nn = Bstrlen("EVENT_");
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for (i=0; i<MAXEVENTS; i++)
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{
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int32_t len = Bstrlen(EventNames[i]+nn);
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Bassert(len < (int32_t)sizeof(buf));
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maxlen = max(len, maxlen);
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}
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OSD_Printf("{\n {\n");
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OSD_Printf(" -- event times, [event]={ total calls, total time [ms], mean time/call [us] }\n");
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for (i=0; i<MAXEVENTS; i++)
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if (g_eventCalls[i])
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{
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int32_t n=Bsprintf(buf, "%s", EventNames[i]+nn);
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for (; n<maxlen; n++)
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buf[n] = ' ';
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buf[maxlen] = 0;
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OSD_Printf(" [%s]={ %8d, %9.3f, %9.3f },\n",
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buf, g_eventCalls[i], g_eventTotalMs[i],
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1000*g_eventTotalMs[i]/g_eventCalls[i]);
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}
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OSD_Printf(" },\n\n {\n");
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OSD_Printf(" -- actor times, [tile]={ total calls, total time [ms], mean time/call [us] }\n");
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for (i=0; i<MAXTILES; i++)
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if (g_actorCalls[i])
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OSD_Printf(" [%5d]={ %8d, %9.3f, %9.3f },\n",
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i, g_actorCalls[i], g_actorTotalMs[i],
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1000*g_actorTotalMs[i]/g_actorCalls[i]);
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OSD_Printf(" },\n}\n");
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}
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////////// STATE CREATION/DESTRUCTIION //////////
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static void El_StateSetup(lua_State *L)
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{
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luaL_openlibs(L); // NOTE: we set up the sandbox in defs.ilua
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luaopen_lpeg(L);
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lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
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L_SetupDebugTraceback(L);
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// create misc. global functions in the Lua state
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lua_pushcfunction(L, SetEvent_luacf);
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lua_setglobal(L, "gameevent");
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lua_pushcfunction(L, SetActor_luacf);
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lua_setglobal(L, "gameactor");
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Bassert(lua_gettop(L)==0);
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}
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// 0: success, <0: failure
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int32_t El_CreateState(L_State *estate, const char *name)
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{
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return L_CreateState(estate, name, &El_StateSetup);
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}
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void El_DestroyState(L_State *estate)
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{
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L_DestroyState(estate);
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}
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////////// Lua_CFunctions //////////
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// gameevent(EVENT_..., lua_function)
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static int32_t SetEvent_luacf(lua_State *L)
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{
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int32_t eventidx;
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if (lua_gettop(L) != 2)
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luaL_error(L, "gameevent: must pass exactly two arguments");
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eventidx = luaL_checkint(L, 1);
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luaL_argcheck(L, (unsigned)eventidx < MAXEVENTS, 1, "must be an event number (0 .. MAXEVENTS-1)");
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L_CheckAndRegisterFunction(L, &g_elEvents[eventidx]);
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g_elEvents[eventidx] = 1;
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return 0;
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}
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// gameactor(<actortile>, lua_function)
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static int32_t SetActor_luacf(lua_State *L)
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{
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int32_t actortile;
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if (lua_gettop(L) != 2)
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luaL_error(L, "gameactor: must pass exactly two arguments");
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actortile = luaL_checkint(L, 1);
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luaL_argcheck(L, (unsigned)actortile < MAXTILES, 1, "must be an tile number (0 .. MAXTILES-1)");
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L_CheckAndRegisterFunction(L, &g_elActors[actortile]);
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g_elActors[actortile] = 1;
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return 0;
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}
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//////////////////////////////
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static int32_t call_regd_function3(lua_State *L, void *keyaddr,
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int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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int32_t i;
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// get the Lua function from the registry
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lua_pushlightuserdata(L, keyaddr);
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lua_gettable(L, LUA_REGISTRYINDEX);
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lua_pushinteger(L, iActor);
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lua_pushinteger(L, iPlayer);
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lua_pushinteger(L, lDist);
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// -- call it! --
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i = lua_pcall(L, 3, 0, 0);
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if (i == LUA_ERRMEM)
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{
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lua_pop(L, 1);
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// XXX: should be more sophisticated. Clean up stack? Do GC?
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}
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return i;
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}
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int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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// XXX: estate must be the one where the events were registered...
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// make a global?
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lua_State *const L = estate->L;
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int32_t i = call_regd_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
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if (i == LUA_ERRRUN)
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{
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if (lua_isboolean(L, -1))
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{
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lua_pop(L, 1);
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return 0;
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}
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Bassert(lua_type(L, -1)==LUA_TSTRING);
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OSD_Printf("event \"%s\" (state \"%s\") runtime error: %s\n", EventNames[eventidx],
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estate->name, lua_tostring(L, -1)); // get err msg
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lua_pop(L, 1);
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return -1;
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}
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return 0;
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}
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int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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lua_State *const L = estate->L;
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int32_t i = call_regd_function3(L, &g_elActors[actortile], iActor, iPlayer, lDist);
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if (i == LUA_ERRRUN)
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{
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if (lua_isboolean(L, -1))
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{
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int32_t killit = lua_toboolean(L, -1);
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lua_pop(L, 1);
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return killit;
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}
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Bassert(lua_type(L, -1)==LUA_TSTRING);
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OSD_Printf("actor %d (sprite %d, state \"%s\") runtime error: %s\n", actortile, iActor,
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estate->name, lua_tostring(L, -1)); // get err msg
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lua_pop(L, 1);
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return -1;
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}
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return 0;
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}
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