/* Copyright: (c) Kayne Ruse 2013-2015 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "room_data.hpp" #include #include void RoomData::RunFrame() { //get the hook lua_rawgeti(lua, LUA_REGISTRYINDEX, tickRef); if (!lua_isnil(lua, -1)) { //call the tick function, with this as a parameter lua_pushlightuserdata(lua, this); if (lua_pcall(lua, 1, 0, 0) != LUA_OK) { throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) )); } } else { lua_pop(lua, 1); } //update the entities in the room for (auto& it : characterList) { it->Update(); } //TODO: (3) iterate through the monster map //compare the triggers to the entities, using their real hitboxes for (auto& it : *triggerMgr.GetContainer()) { BoundingBox itBox = it.second.GetBoundingBox() + it.second.GetOrigin(); for (auto& character : characterList) { BoundingBox hitBox = character->GetBounds() + character->GetOrigin(); if ( itBox.CheckOverlap(hitBox) ) { //trigger script lua_rawgeti(lua, LUA_REGISTRYINDEX, it.second.GetScriptReference()); lua_pushlightuserdata(lua, character); //BUG: (0) std::cout << "running scripts" << std::endl; //run the script //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()) { // if (it.second.Compare(static_cast(&monster.second))) { // //TODO: (1) trigger script // } // } } } std::string RoomData::SetName(std::string s) { return roomName = s; } std::string RoomData::GetName() { return roomName; } std::string RoomData::SetTileset(std::string s) { return tilesetName = s; } std::string RoomData::GetTileset() { return tilesetName; } RegionPagerLua* RoomData::GetPager() { return &pager; } MonsterManager* RoomData::GetMonsterMgr() { return &monsterMgr; } TriggerManager* RoomData::GetTriggerMgr() { return &triggerMgr; } std::list* RoomData::GetCharacterList() { return &characterList; } lua_State* RoomData::SetLuaState(lua_State* L) { lua = L; pager.SetLuaState(lua); monsterMgr.SetLuaState(lua); triggerMgr.SetLuaState(lua); return lua; } lua_State* RoomData::GetLuaState() { return lua; } sqlite3* RoomData::SetDatabase(sqlite3* db) { database = db; monsterMgr.SetDatabase(database); return database; } sqlite3* RoomData::GetDatabase() { return database; } int RoomData::SetTickReference(int i) { return tickRef = i; } int RoomData::GetTickReference() { return tickRef; }