mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-08 22:10:23 +00:00
0a14982d4e
git-svn-id: https://svn.eduke32.com/eduke32@5979 1a8010ca-5511-0410-912e-c29ae57300e0
666 lines
18 KiB
C
666 lines
18 KiB
C
/* The Lunatic Interpreter, part of EDuke32. Game-side stuff. */
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#include <stdint.h>
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#include <stdlib.h> // getenv
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#include <errno.h>
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#include <string.h> // strerror
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef USE_LUAJIT_2_1
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# include <luajit-2.1/lualib.h>
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# include <luajit-2.1/lauxlib.h>
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#else
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# include <luajit-2.0/lualib.h>
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# include <luajit-2.0/lauxlib.h>
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#endif
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#ifdef __cplusplus
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}
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#endif
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#include "build.h" // printext256
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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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el_actor_t g_elActors[MAXTILES];
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// Session variable. Never restored except by 'readgamevar'.
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int32_t g_elSessionVar[8]; // MAXSESSIONVARS, KEEPINSYNC con_lang.lua
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// Set to 1 on error in event.
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int32_t g_elEventError;
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// Will be set to 0 after the first time that user Lua modules are run.
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int32_t g_elFirstTime = 1;
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int32_t g_elCallDepth = 0;
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int32_t g_RETURN;
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// for timing events and actors
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static int32_t g_timingInited = 0;
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES];
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// Used as Lua registry key to the tweak_traceback_msg() function, set to 1 if
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// such a function has been registered.
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static uint8_t g_tweakTracebackMsg = 0;
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// forward-decls...
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static int32_t SetEvent_CF(lua_State *L);
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static int32_t SetActor_CF(lua_State *L);
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#ifdef __cplusplus
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extern "C" {
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#endif
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// in lpeg.o
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extern int luaopen_lpeg(lua_State *L);
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#ifdef __cplusplus
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}
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#endif
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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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LUNATIC_EXTERN 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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LUNATIC_EXTERN 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;
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const char nn = Bstrlen("EVENT_");
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// Try environment variable specifying the base name (sans ".actors.csv" or
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// ".events.csv") for a CSV file to output, for further processing in e.g.
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// GSL shell: http://www.nongnu.org/gsl-shell/
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const char *basefn = getenv("LUNATIC_TIMING_BASEFN");
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if (basefn != NULL)
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{
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const int32_t baselen = Bstrlen(basefn);
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const int32_t addnlen = Bstrlen(".actors.csv"); // MUST equal that of ".events.csv"
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char *fullfn = (char *)Xmalloc(baselen + addnlen + 1);
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BFILE *outf;
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if (fullfn == NULL)
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return;
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Bmemcpy(fullfn, basefn, baselen);
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// EVENTS
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Bmemcpy(fullfn+baselen, ".events.csv", addnlen+1);
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outf = Bfopen(fullfn, "w");
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if (outf == NULL)
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{
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OSD_Printf("Couldn't open \"%s\" for writing timing data: %s", fullfn, strerror(errno));
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goto finish;
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}
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Bfprintf(outf, "evtname,numcalls,total_ms,mean_us\n"); // times in usecs are per-call
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for (i=0; i<MAXEVENTS; i++)
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if (g_eventCalls[i])
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Bfprintf(outf, "%s,%d,%f,%f\n", EventNames[i]+nn, g_eventCalls[i], g_eventTotalMs[i],
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1000*g_eventTotalMs[i]/g_eventCalls[i]);
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Bfclose(outf);
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// ACTORS
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Bmemcpy(fullfn+baselen, ".actors.csv", addnlen+1);
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outf = Bfopen(fullfn, "w");
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if (outf == NULL)
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{
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OSD_Printf("Couldn't open \"%s\" for writing timing data: %s", fullfn, strerror(errno));
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goto finish;
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}
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Bfprintf(outf, "tilenum,numcalls,total_ms,min_us,mean_us,max_us\n");
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for (i=0; i<MAXTILES; i++)
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if (g_actorCalls[i])
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Bfprintf(outf, "%d,%d,%f,%f,%f,%f\n", i, g_actorCalls[i], g_actorTotalMs[i],
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1000*g_actorMinMs[i],
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1000*g_actorTotalMs[i]/g_actorCalls[i],
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1000*g_actorMaxMs[i]);
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Bfclose(outf);
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OSD_Printf("Wrote timing data to \"%s.*.csv\"\n", basefn);
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finish:
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Bfree(fullfn);
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return;
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}
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else
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{
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// If not writing out CSV files, print timing data to log instead.
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char buf[32];
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int32_t maxlen = 0;
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int32_t haveev=0, haveac=0;
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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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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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if (!haveev)
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{
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haveev = 1;
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OSD_Printf("\n -- event times: [event]={ total calls, total time [ms], mean time/call [us] }\n");
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}
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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, %10.3f, %10.3f },\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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for (i=0; i<MAXTILES; i++)
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if (g_actorCalls[i])
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{
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if (!haveac)
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{
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haveac = 1;
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OSD_Printf("\n -- actor times: [tile]={ total calls, total time [ms], {min,mean,max} time/call [us] }\n");
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}
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OSD_Printf(" [%5d]={ %8d, %9.3f, %9.3f, %9.3f, %9.3f },\n",
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i, g_actorCalls[i], g_actorTotalMs[i],
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1000*g_actorMinMs[i],
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1000*g_actorTotalMs[i]/g_actorCalls[i],
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1000*g_actorMaxMs[i]);
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}
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}
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}
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////////// ERROR REPORTING //////////
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#define EL_MAXERRORS 20
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static int32_t el_numErrors=0, el_tooMuchErrors;
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static char *el_errorMsgs[EL_MAXERRORS];
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int8_t el_addNewErrors = 1; // add new errors to display?
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// Compare against all other error messages.
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// Strictly seen, this is quadratic-time, but EL_MAXERRORS is small and
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// errors should be fixed anyway.
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static int32_t cmp_against_others(const char *str, int32_t slen)
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{
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int32_t i;
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for (i=0; i<el_numErrors; i++)
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if (!Bstrncmp(str, el_errorMsgs[i], slen))
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return 1;
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return 0;
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}
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LUNATIC_EXTERN void El_OnError(const char *str)
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{
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if (el_addNewErrors && !el_tooMuchErrors)
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{
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char *errstr = NULL;
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const char *nl = Bstrchr(str, '\n');
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// First, check whether the error message matches an already saved one
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if (nl)
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{
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// cut off string after the newline
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if (cmp_against_others(str, nl-str))
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return;
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}
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else
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{
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// save string fully
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if (cmp_against_others(str, Bstrlen(str)))
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return;
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}
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// If the (EL_MAXERRORS+1)'th distinct error appeared, we have too many.
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if (el_numErrors==EL_MAXERRORS)
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{
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el_tooMuchErrors = 1;
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return;
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}
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// Otherwise, allocate storage for the potentially clipped error string...
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if (nl)
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{
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errstr = (char *)Xmalloc(nl-str+1);
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Bmemcpy(errstr, str, nl-str);
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errstr[nl-str] = 0;
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}
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else
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{
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errstr = Xstrdup(str);
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}
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// ...and save it:
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el_errorMsgs[el_numErrors++] = errstr;
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}
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}
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void El_ClearErrors(void)
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{
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int32_t i;
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for (i=0; i<EL_MAXERRORS; i++)
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DO_FREE_AND_NULL(el_errorMsgs[i]);
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el_numErrors = el_tooMuchErrors = 0;
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}
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void El_DisplayErrors(void)
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{
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int32_t i;
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for (i=0; i<el_numErrors; i++)
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printext256(8, 8+8*i, 242, 0, el_errorMsgs[i], 0);
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if (el_tooMuchErrors)
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printext256(8, 8+8*EL_MAXERRORS, 242, 0, "(more distinct errors ...)", 0);
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}
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////////// STATE CREATION/DESTRUCTIION //////////
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static int our_traceback_CF(lua_State *L)
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{
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Bassert(lua_gettop(L)==1);
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if (lua_type(L, 1)==LUA_TBOOLEAN)
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{
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lua_pushvalue(L, 1); // duplicate it
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return 1; // and tell Lua to return it
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}
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Bassert(lua_type(L, 1)==LUA_TSTRING);
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// call debug.traceback with the string
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L_PushDebugTraceback(L);
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lua_pushvalue(L, 1);
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lua_call(L, 1, 1);
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Bassert(lua_gettop(L)==2); // Lua will pop off args
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if (g_tweakTracebackMsg)
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{
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// Get tweak_traceback_msg() onto the stack.
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lua_pushlightuserdata(L, &g_tweakTracebackMsg);
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lua_gettable(L, LUA_REGISTRYINDEX);
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lua_pushvalue(L, -2); // push copy of error message string
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Bassert(lua_type(L, -1)==LUA_TSTRING);
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// Call tweak_traceback_msg(). CAREFUL, it's unprotected!
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lua_call(L, 1, 1);
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}
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return 1;
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}
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// Registers a function: str = tweak_traceback_msg(str)
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static int32_t SetTweakTracebackMsg_CF(lua_State *L)
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{
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Bassert(lua_gettop(L)==1);
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L_CheckAndRegisterFunction(L, &g_tweakTracebackMsg);
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g_tweakTracebackMsg = 1;
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return 0;
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}
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////// Lua C-API interfaces for C game functions that may call events.
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// http://www.freelists.org/post/luajit/intermitten-lua-pcall-crash-on-x86-64-linux,1
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// Some of these are duplicate declarations:
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap);
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void P_CheckWeaponI(int playerNum);
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extern int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel);
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extern int A_Spawn(int j, int pn);
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extern void VM_FallSprite(int32_t i);
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extern int32_t VM_ResetPlayer2(int32_t snum, int32_t flags);
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extern void A_RadiusDamage(int32_t i, int32_t r, int32_t, int32_t, int32_t, int32_t);
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extern void G_OperateSectors(int sectNum, int spriteNum);
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extern void G_OperateActivators(int32_t low,int32_t snum);
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int32_t A_InsertSprite(int16_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int16_t s_pn,int8_t s_s,
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uint8_t s_xr,uint8_t s_yr,int16_t s_a,int16_t s_ve,int16_t s_zv,int16_t s_ow,int16_t s_ss);
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extern void A_AddToDeleteQueue(int32_t i);
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extern int32_t A_PlaySound(uint32_t num, int32_t i);
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void A_DeleteSprite(int spriteNum);
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extern void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect,
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int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp);
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extern void G_GameExit(const char *msg);
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#ifdef __cplusplus
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}
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#endif
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static void G_ShowViewXYZ(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t sect,
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int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp)
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{
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vec3_t vec = { x, y, z };
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G_ShowView(vec, a, horiz, sect, x1, y1, x2, y2, unbiasedp);
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}
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#define LARG(index) lua_tointeger(L, index)
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#define ONE_ARG LARG(1)
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#define TWO_ARGS LARG(1), LARG(2)
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#define THREE_ARGS LARG(1), LARG(2), LARG(3)
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#define CALL_WITH_RET(Name, ...) \
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int32_t ret = Name(__VA_ARGS__); \
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lua_pushinteger(L, ret); \
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return 1
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#define CALL_WITHOUT_RET(Name, ...) \
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Name(__VA_ARGS__); \
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return 0
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#define DEFINE_RET_CFUNC(Name, ...) \
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static int32_t Name##_CF(lua_State *L) \
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{ \
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CALL_WITH_RET(Name, __VA_ARGS__); \
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}
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#define DEFINE_VOID_CFUNC(Name, ...) \
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static int32_t Name##_CF(lua_State *L) \
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{ \
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CALL_WITHOUT_RET(Name, __VA_ARGS__); \
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}
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// NOTE: player struct -> player index -> player struct ugliness because
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// pointers to FFI cdata apparently can't be reliably passed via lua_getpointer().
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// Not to mention that lua_getpointer() returns _const_ void*.
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DEFINE_VOID_CFUNC(P_AddWeaponMaybeSwitchI, TWO_ARGS)
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DEFINE_VOID_CFUNC(P_CheckWeaponI, ONE_ARG)
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DEFINE_RET_CFUNC(A_ShootWithZvel, THREE_ARGS)
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DEFINE_RET_CFUNC(A_Spawn, TWO_ARGS)
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DEFINE_VOID_CFUNC(VM_FallSprite, ONE_ARG)
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DEFINE_RET_CFUNC(VM_ResetPlayer2, TWO_ARGS)
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DEFINE_VOID_CFUNC(A_RadiusDamage, LARG(1), LARG(2), LARG(3), LARG(4), LARG(5), LARG(6))
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DEFINE_VOID_CFUNC(G_OperateSectors, TWO_ARGS)
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DEFINE_VOID_CFUNC(G_OperateActivators, TWO_ARGS)
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DEFINE_RET_CFUNC(A_InsertSprite, LARG(1), LARG(2), LARG(3), LARG(4), LARG(5), LARG(6),
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LARG(7), LARG(8), LARG(9), LARG(10), LARG(11), LARG(12), LARG(13))
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DEFINE_VOID_CFUNC(A_AddToDeleteQueue, ONE_ARG)
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DEFINE_RET_CFUNC(A_PlaySound, TWO_ARGS)
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DEFINE_VOID_CFUNC(A_DeleteSprite, ONE_ARG)
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DEFINE_VOID_CFUNC(G_ShowViewXYZ, LARG(1), LARG(2), LARG(3), LARG(4), LARG(5), LARG(6),
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LARG(7), LARG(8), LARG(9), LARG(10), LARG(11))
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#define CFUNC_REG(Name) { #Name, Name##_CF }
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static struct { const char *name; lua_CFunction func; } cfuncs[] =
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{
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CFUNC_REG(P_AddWeaponMaybeSwitchI),
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CFUNC_REG(P_CheckWeaponI),
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CFUNC_REG(A_ShootWithZvel),
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CFUNC_REG(A_Spawn),
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CFUNC_REG(VM_FallSprite),
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CFUNC_REG(VM_ResetPlayer2),
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CFUNC_REG(A_RadiusDamage),
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CFUNC_REG(G_OperateSectors),
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CFUNC_REG(G_OperateActivators),
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CFUNC_REG(A_InsertSprite),
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CFUNC_REG(A_Spawn),
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CFUNC_REG(A_AddToDeleteQueue),
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CFUNC_REG(A_PlaySound),
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CFUNC_REG(A_DeleteSprite),
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CFUNC_REG(G_ShowViewXYZ),
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};
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// Creates a global table "CF" containing the functions from cfuncs[].
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static void El_PushCFunctions(lua_State *L)
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{
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int32_t i;
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lua_newtable(L);
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for (i=0; i<(signed)sizeof(cfuncs)/(signed)sizeof(cfuncs[0]); i++)
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|
{
|
|
lua_pushstring(L, cfuncs[i].name);
|
|
lua_pushcfunction(L, cfuncs[i].func);
|
|
lua_settable(L, -3);
|
|
}
|
|
|
|
lua_setglobal(L, "CF");
|
|
}
|
|
|
|
//////
|
|
|
|
LUNATIC_CB int32_t (*El_RestoreGamevars)(const char *savecode);
|
|
|
|
static void El_StateSetup(lua_State *L)
|
|
{
|
|
luaopen_lpeg(L);
|
|
lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
|
|
|
|
// create misc. global functions in the Lua state
|
|
lua_pushcfunction(L, SetEvent_CF);
|
|
lua_setglobal(L, "gameevent_internal");
|
|
lua_pushcfunction(L, SetActor_CF);
|
|
lua_setglobal(L, "gameactor_internal");
|
|
lua_pushcfunction(L, SetTweakTracebackMsg_CF);
|
|
lua_setglobal(L, "set_tweak_traceback_internal");
|
|
|
|
El_PushCFunctions(L);
|
|
|
|
Bassert(lua_gettop(L)==0);
|
|
|
|
// This is for engine-side Lua:
|
|
lua_pushcfunction(L, &our_traceback_CF);
|
|
}
|
|
|
|
static void El_OnOutOfMem(void)
|
|
{
|
|
G_GameExit("Out of memory in Lunatic.");
|
|
}
|
|
|
|
// 0: success, <0: failure
|
|
int32_t El_CreateState(L_State *estate, const char *name)
|
|
{
|
|
int32_t i;
|
|
|
|
if (!g_timingInited)
|
|
{
|
|
g_timingInited = 1;
|
|
for (i=0; i<MAXTILES; i++)
|
|
g_actorMinMs[i] = 1e308;
|
|
}
|
|
|
|
L_ErrorFunc = El_OnError;
|
|
L_OutOfMemFunc = El_OnOutOfMem;
|
|
|
|
return L_CreateState(estate, name, &El_StateSetup);
|
|
}
|
|
|
|
void El_DestroyState(L_State *estate)
|
|
{
|
|
L_DestroyState(estate);
|
|
|
|
g_tweakTracebackMsg = 0;
|
|
|
|
// XXX: It would be cleaner to also clear stuff like g_elEvents[], but
|
|
// currently, when the game Lua state is recreated, the array should have
|
|
// the same values as before, so we're skipping that for now.
|
|
}
|
|
|
|
|
|
////////// Lua_CFunctions //////////
|
|
|
|
// gameevent(EVENT_..., lua_function)
|
|
static int32_t SetEvent_CF(lua_State *L)
|
|
{
|
|
int32_t eventidx;
|
|
|
|
Bassert(lua_gettop(L) == 2);
|
|
eventidx = luaL_checkint(L, 1);
|
|
Bassert((unsigned)eventidx < MAXEVENTS);
|
|
|
|
L_CheckAndRegisterFunction(L, &g_elEvents[eventidx]);
|
|
g_elEvents[eventidx] = 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// gameactor(actortile, strength, act, mov, movflags, lua_function)
|
|
static int32_t SetActor_CF(lua_State *L)
|
|
{
|
|
int32_t actortile;
|
|
el_actor_t *a;
|
|
|
|
Bassert(lua_gettop(L) == 6);
|
|
|
|
actortile = luaL_checkint(L, 1);
|
|
Bassert((unsigned)actortile < MAXTILES);
|
|
|
|
a = &g_elActors[actortile];
|
|
L_CheckAndRegisterFunction(L, a);
|
|
|
|
// Set actor properties. They can only be nil if we're chaining actor code.
|
|
|
|
if (!lua_isnil(L, 2))
|
|
a->strength = luaL_checkint(L, 2);
|
|
if (!lua_isnil(L, 5))
|
|
a->movflags = luaL_checkint(L, 5);
|
|
|
|
if (!lua_isnil(L, 3))
|
|
Bmemcpy(&a->act, lua_topointer(L, 3), sizeof(con_action_t));
|
|
if (!lua_isnil(L, 4))
|
|
Bmemcpy(&a->mov, lua_topointer(L, 4), sizeof(con_move_t));
|
|
|
|
a->haveit = 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//////////////////////////////
|
|
|
|
static int32_t call_regd_function3(lua_State *L, void *keyaddr,
|
|
int32_t spriteNum, int32_t playerNum, int32_t lDist)
|
|
{
|
|
#if !defined NDEBUG
|
|
const int32_t top = lua_gettop(L);
|
|
#endif
|
|
lua_pushcfunction(L, &our_traceback_CF);
|
|
|
|
// get the Lua function from the registry
|
|
lua_pushlightuserdata(L, keyaddr);
|
|
lua_gettable(L, LUA_REGISTRYINDEX);
|
|
|
|
lua_pushinteger(L, spriteNum);
|
|
lua_pushinteger(L, playerNum);
|
|
lua_pushinteger(L, lDist);
|
|
|
|
// -- call it! --
|
|
{
|
|
const int32_t i = lua_pcall(L, 3, 0, -5);
|
|
const int32_t haveerr = (i != 0);
|
|
|
|
Bassert(lua_iscfunction(L, -1-haveerr));
|
|
lua_remove(L, -1-haveerr);
|
|
|
|
Bassert(lua_gettop(L) == top+haveerr);
|
|
|
|
return i;
|
|
}
|
|
}
|
|
|
|
static int32_t g_eventIdx = 0;
|
|
static void El_EventErrorPrint(const char *errmsg)
|
|
{
|
|
OSD_Printf(OSD_ERROR "event \"%s\" runtime error: %s\n",
|
|
EventNames[g_eventIdx], errmsg);
|
|
}
|
|
|
|
int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t spriteNum, int32_t playerNum, int32_t lDist, int32_t *iReturn)
|
|
{
|
|
// XXX: estate must be the one where the events were registered...
|
|
// make a global?
|
|
|
|
lua_State *const L = estate->L;
|
|
int32_t i;
|
|
|
|
const int32_t o_RETURN = g_RETURN;
|
|
g_RETURN = *iReturn;
|
|
|
|
g_elCallDepth++;
|
|
i = call_regd_function3(L, &g_elEvents[eventidx], spriteNum, playerNum, lDist);
|
|
g_elCallDepth--;
|
|
|
|
*iReturn = g_RETURN;
|
|
g_RETURN = o_RETURN;
|
|
|
|
if (i != 0)
|
|
{
|
|
g_elEventError = 1;
|
|
g_eventIdx = eventidx;
|
|
return L_HandleError(L, i, &El_EventErrorPrint);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int32_t g_actorTile, g_iActor;
|
|
static void El_ActorErrorPrint(const char *errmsg)
|
|
{
|
|
OSD_Printf(OSD_ERROR "actor %d (sprite %d) runtime error: %s\n",
|
|
g_actorTile, g_iActor, errmsg);
|
|
}
|
|
|
|
int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t spriteNum, int32_t playerNum, int32_t lDist)
|
|
{
|
|
lua_State *const L = estate->L;
|
|
int32_t i;
|
|
|
|
g_elCallDepth++;
|
|
i = call_regd_function3(L, &g_elActors[actortile], spriteNum, playerNum, lDist);
|
|
g_elCallDepth--;
|
|
|
|
if (i != 0)
|
|
{
|
|
g_actorTile = actortile;
|
|
g_iActor = spriteNum;
|
|
return L_HandleError(L, i, &El_ActorErrorPrint);
|
|
}
|
|
|
|
return 0;
|
|
}
|