Room transitions are working smoothly, read more
Although the room transitions are working fairly well, it is still heavy handed, and a number of optimizations can be done. On the whole, this needs a review.
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@@ -22,14 +22,37 @@
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#include "character_api.hpp"
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#include "character_data.hpp"
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#include "character_manager.hpp"
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#include "entity_api.hpp"
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#include "room_manager.hpp"
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#include "server_utilities.hpp"
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static int setRoomIndex(lua_State* L) {
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#include <stdexcept>
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static int setRoomIndex(lua_State* L) { //TODO: (1) take the room userdata as a parameter
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//NOTE: type-dependant calls to various API functions, see bug #43
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//reverse engineer the character index
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int characterIndex = -1;
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CharacterData* character = static_cast<CharacterData*>(lua_touserdata(L, 1));
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pumpAndChangeRooms(character, lua_tointeger(L, 2), -1); //TODO: (0) undefined behavior without character index
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int roomIndex = lua_tointeger(L, 2);
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RoomData* roomData = RoomManager::GetSingleton().Get(roomIndex);
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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for (auto& it : *characterMgr.GetContainer()) {
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if (character == &it.second) {
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characterIndex = it.first;
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break;
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}
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}
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//error checking
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if (characterIndex == -1) {
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throw(std::runtime_error("Failed to find character index by reference"));
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}
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pumpAndChangeRooms(character, lua_tointeger(L, 2), characterIndex);
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return 0;
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}
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@@ -1,5 +1,5 @@
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#config
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INCLUDES+=. ../entities ../monsters ../rooms ../server_utilities ../triggers ../../common/gameplay ../../common/map ../../common/utilities
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INCLUDES+=. ../entities ../monsters ../rooms ../server_utilities ../triggers ../../common/gameplay ../../common/map ../../common/network ../../common/network/packet_types ../../common/utilities
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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@@ -54,13 +54,25 @@ void RoomData::RunFrame() {
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if ( itBox.CheckOverlap(hitBox) ) {
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//trigger script
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lua_rawgeti(lua, LUA_REGISTRYINDEX, it.second.GetScriptReference());
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lua_pushlightuserdata(lua, character); //TODO: (1) entity type
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lua_pushlightuserdata(lua, character);
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//BUG: (0)
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std::cout << "running scripts" << std::endl;
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//run the script
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if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
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//BUGFIX: changing the character's room via lua invalidates the list, therefore, the script much signal for an early exit
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//TODO: (2) fix this somehow (operate on a stack?)
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if (lua_pcall(lua, 1, 1, 0) != LUA_OK) {
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//error
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
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}
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//true = safe to continue, false = exit early
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if (!lua_toboolean(lua, -1)) {
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std::cout << "Warning!: Early abort" << std::endl;
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return;
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}
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}
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}
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// for (auto& monster : *monsterMgr.GetContainer()) {
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