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Tortuga/server/rooms/room_data.cpp
T
Kayne Ruse 41d6314beb Triggers have a basic response to character collision
I've hacked the trigger system to create a really basic teleport pad,
using the dirt tile as an indicator. This behaviour is not coded into the
engine, but is in fact scripted in lua.

This commit is messy, due to lack of sleep.
2015-03-04 06:16:12 +11:00

137 lines
3.3 KiB
C++

/* 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 <iostream>
#include <stdexcept>
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();
}
for (auto& it : *monsterMgr.GetContainer()) {
it.second.Update();
}
//compare the triggers to the entities
for (auto& it : *triggerMgr.GetContainer()) {
for (auto& character : characterList) {
//positional boxes
BoundingBox hitBox = character->GetBounds() + character->GetOrigin();
BoundingBox itBox = it.second.GetBoundingBox() + it.second.GetOrigin();
if ( itBox.CheckOverlap(hitBox) ) {
//TODO: trigger script
lua_rawgeti(lua, LUA_REGISTRYINDEX, it.second.GetScriptReference());
lua_pushlightuserdata(lua, character);
//run the script
if (lua_pcall(lua, 1, 0, 0) != LUA_OK) {
//error
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) ));
}
}
}
// for (auto& monster : *monsterMgr.GetContainer()) {
// if (it.second.Compare(static_cast<Entity*>(&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<CharacterData*>* 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;
}