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.
This commit is contained in:
Kayne Ruse
2015-03-09 23:26:37 +11:00
parent 81b3769188
commit 4d71d4cc40
7 changed files with 109 additions and 19 deletions
+14 -2
View File
@@ -54,13 +54,25 @@ void RoomData::RunFrame() {
if ( itBox.CheckOverlap(hitBox) ) {
//trigger script
lua_rawgeti(lua, LUA_REGISTRYINDEX, it.second.GetScriptReference());
lua_pushlightuserdata(lua, character); //TODO: (1) entity type
lua_pushlightuserdata(lua, character);
//BUG: (0)
std::cout << "running scripts" << std::endl;
//run the script
if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
//BUGFIX: changing the character's room via lua invalidates the list, therefore, the script much signal for an early exit
//TODO: (2) fix this somehow (operate on a stack?)
if (lua_pcall(lua, 1, 1, 0) != LUA_OK) {
//error
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
}
//true = safe to continue, false = exit early
if (!lua_toboolean(lua, -1)) {
std::cout << "Warning!: Early abort" << std::endl;
return;
}
}
}
// for (auto& monster : *monsterMgr.GetContainer()) {